Peril3.0

Finished Peril yesterday. So what do i think of it? Well first some bugs that were reoccurring throughout the levels:
  • Console complains about missing textures in BSP files.
  • Lots of broken elevators/trains (player or enemy gets stuck)
  • Textures that have fullbright colors in them.
There were more bugs, but not in a way that really annoyed me. In fact it reminded me of early FPS games, like Mortyr. The bugs then were part of a memorable experience, and it still works to this day :)

It's difficult to rate this as a mod because it is more like an entire game. So i'll try to give feedback as i would for a game.
I played on normal skill BTW.
  • The environment makes you wonder what happened to the world, why you are there or why you're being attacked. Yet there are no suggestions or clues to keep the player engaged, therefor curiosity is the only element that keeps the player going forward.
  • Weapons are really nice, super nailgun could use the copper treatment, making the other nailgun more like a sniper gun.
  • The different enemies make the world feel bigger.
  • Loved the pubs
  • I could simply run trough the maps, collect the keys, runes and finish. Would be good to have choke points so the player is more or less forced to fight or slow down.
  • Ammo and health is too easily found. The player should be encouraged to explore for powerups and health. At least 1 secret per map?
  • I would like the environment to be more dynamic, could be used to improve story telling.
  • Combat can be stale or repetitive, usually boiling down to horde fighting or dumping a lot of ammo into a group or a few enemies. Maybe trigger events to certain enemies?
  • Streets/buildings/rooms are sometimes too generic confusing the players sense of direction.
  • Walking to other POI's on the map can be boring i.e "I'm so boooored"
Overall i really liked the playtrough, in time i could see this thing evolve into an even better mod. For sure a bar has been raised here.

View attachment 3580
Thanx for the feedback, and for playing though to the end.
I don't think I can fix the physics issues involving platforms with Quake sourceports, although turning video sync on seems to do the trick.
But I think I can improve other aspects of the gameplay.
Adding a storyline is challenging, and one plan was to use some audio feedback from the character, or to put in some npc mdl that says something. The latter though would probably be a but rubbish.
 
A quick bug note:
Using Ironwail on linux, the map transition to bickley fails. I think it is because the map file has an uppercase "B"

Also happens to me, playing quakespasm 0.95.1 / Debian Gnu/Linux.
So I can't proceed :cry:
Will there be an Update? Or is there a way to bypass this?

Thank You so much for these wonderful maps, it's really great stuff, love it so much.

Cheers, ludicrous
 
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Also happens to me, playing quakespasm 0.95.1 / Debian Gnu/Linux.
So I can't proceed :cry:
Will there be an Update? Or is there a way to bypass this?

Thank You so much for these wonderful maps, it's really great stuff, love it so much.

Cheers, ludicrous
I don't use linux, but the map files are stored in the map folder, you could change the map name, or in the readme is a map list in map order so you could just skip to Tavistock.
I will update the map name for future update
Thanx for the feedback.
 
I don't use linux, but the map files are stored in the map folder, you could change the map name, or in the readme is a map list in map order so you could just skip to Tavistock.
I will update the map name for future update
Thanx for the feedback.

Thank You, Balgorg, I really didn't think of that ...

there a not so much maps in the map list, than there are in the game, I think?
For example, tavistock is mentioned in the README, but isn't listed?

I'll play on now. Thanx a lot, ludicrous
 
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Thank You, Balgorg, I really didn't think of that ...

there a not so much maps in the map list, than there are in the game, I think?
For example, tavistock is mentioned in the README, but isn't listed?

I'll play on now. Thanx a lot, ludicrous
Are you using the latest version 3.0b?


In the updated readme is a full map list.
Some using QSSM and found some maps wouldn't load up so I put a map list in.
 
Are you using the latest version 3.0b?


In the updated readme is a full map list.
Some using QSSM and found some maps wouldn't load up so I put a map list in.

Yes, 3.0b.
Some of the maps are not in the map list. F.e. Tavistock.

Some unsorted impressions, no criticism:

- now and then destroyable windows, mostly not, especially not in the churches
- no destroyable barrels, monitors, boxes, monitors, trees, beds etc.
- haystacks also aren't destroyable, they react as if they were of stone

I'm an longtime but unexperienced quake player and think I played most of the sp maps published on quaddicted (and here).
But I don't know anything about mapping, except some attempts with trenchbroom.

I like the atmosphere of these maps, and liked the bickley soundtrack most, until now.
And the mad folk metal in the pub :cool:

It's a mystery for me, how one person is able to create such an big episode.

Thanx! ludicrous
 
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Yes, 3.0b.
Some of the maps are not in the map list. F.e. Tavistock.

Some unsorted impressions, no criticism:

- now and then destroyable windows, mostly not, especially not in the churches
- no destroyable barrels, monitors, boxes, monitors, trees, beds etc.
- haystacks also aren't destroyable, they react as if they were of stone

I'm an longtime but unexperienced quake player and think I played most of the sp maps published on quaddicted (and here).
But I don't know anything about mapping, except some attempts with trenchbroom.

I like the atmosphere of these maps, and liked the bickley soundtrack most, until now.
And the mad folk metal in the pub :cool:

It's a mystery for me, how one person is able to create such an big episode.

Thanx! ludicrous
Thanks.
My son always hacks at windows and barrels and looks dissapointed. The trouble with windows is that once smashed they can form an exit, so sometimes they have to be solid.

If anyone can make a great breakable hay bale effect, that would be great.
I will have a think about making some more breakable stuff. Unfortunately I haven't worked out how to hide items inside breakables.

Music in the two pubs is Fintroll.
 
Hi. Played a level or so of this and was pretty impressed. I didn't think the Quake engine was even capable of this type of building so kudos to the author. However, I was annoyed that I was taking damage in the elevator going down for no reason, and every time I did the elevator would stop then start ascending again. Decided to put off playing more until the jank is fixed. I'm using Ironwail.
 
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Hi. Played a level or so of this and was pretty impressed. I didn't think the Quake engine was even capable of this type of building so kudos to the author. However, I was annoyed that I was taking damage in the elevator going down for no reason, and every time I did the elevator would stop then start ascending again. Decided to put off playing more until the jank is fixed. I'm using Ironwail.
This can be resolved by turning video syn on in the video settings. Obv that will cap your framerate to the screen you are using, but it solves the physics issue with Ironwail.
You can always turn video sync off again.
Theres a few long lifts and trains and the issue does present itself in some other places.
 
This can be resolved by turning video syn on in the video settings. Obv that will cap your framerate to the screen you are using, but it solves the physics issue with Ironwail.
You can always turn video sync off again.
Theres a few long lifts and trains and the issue does present itself in some other places.
Also can be resolved by upping the framerate in the settings.
 
Alas, it didn't work for me. Even dropped down from my usual 120 Hz/120 FPS to 60 Hz/60 FPS with vsync on and no joy. Using the latest versions of your mod and Ironwail. I've never experienced this issue with other user-made maps or the official campaigns though none of them had elevator rides that were nearly as long as in this mod. I thought Ironwail was suppose to fix physics bugs at 72+ FPS which is one reason I use this source port.
 
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I thought these clipping issues were related to limitations of the Quake engine more than anything else. You can get true rotation using FTE and DarkPlaces, but not on Ironwail or other QuakeSpasm derived ports. When playing Peril I remember when I started getting stuck and taking damage against the elevator I started running and jumping around and then it would resolve.

This is why other maps that tried out long elevator or train sequences with complex movement tended to simulate/fake it by having the rest of the map moving around a stationary elevator/train.
 
I thought these clipping issues were related to limitations of the Quake engine more than anything else. You can get true rotation using FTE and DarkPlaces, but not on Ironwail or other QuakeSpasm derived ports. When playing Peril I remember when I started getting stuck and taking damage against the elevator I started running and jumping around and then it would resolve.

This is why other maps that tried out long elevator or train sequences with complex movement tended to simulate/fake it by having the rest of the map moving around a stationary elevator/train.
The damage itself is negligible but what kills it for me is that the elevator will then start ascending again and now you have the long tedious wait until it reaches the top then descends again. So FTE and Dark Places fixes this issue? I think a different source port would be the only solution for me but I hate going back to DarkPlaces when Ironwail plays so well (this is the smoothest, fastest source port at 120 Hz/120 FPS I've ever used in any game and it would be hard going back to 72 FPS). I recently tested FTE and was impressed. Does it fix physic issues at high frame rates like Ironwail? I noticed it's the only Quake source port that supports surround sound.
 
This can be resolved by turning video syn on in the video settings. Obv that will cap your framerate to the screen you are using, but it solves the physics issue with Ironwail.
You can always turn video sync off again.
Theres a few long lifts and trains and the issue does present itself in some other places.

I also got hurt in this elevator, and avoided it by just jumping down ;)
no other way for me to solve this.

Comprehension question:
do You mean vertical sync? It's the only option I see in video settings, and it's ON.

I'm playing with QSS 0.94.7. for i386 (Debian Gnu / Linux 10 (buster) - really, the PC I own is old, very old, and it works).
Maybe this version is obscure, anyway, I had to compile it by myself, no binaries for i386.
Also maybe there are more video options in newer versions for i686?
 
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Alas, it didn't work for me. Even dropped down from my usual 120 Hz/120 FPS to 60 Hz/60 FPS with vsync on and no joy. Using the latest versions of your mod and Ironwail. I've never experienced this issue with other user-made maps or the official campaigns though none of them had elevator rides that were nearly as long as in this mod. I thought Ironwail was suppose to fix physics bugs at 72+ FPS which is one reason I use this source port.
Its something I don't think I can fix other than the video sync setting, which works for me on the four systems I have tested. It does seem to be an issue with ironwail.
I used to get the same is Quakespasm but switching to Qss resolved the issue as the physics glitch in lifts was something that was resolved with Qss.
Having tested and created peril initially on Qss I was unaware of the Ironwail bug, which was an oversight on my behalf.
Hopefully the issue will resolve in a future update of Ironwail?

There's plenty of maps in Peril with no elevators. If you persist a bit further please let me know if the issue repeats on some of the other elevators and platforms. I know that in the long cable car ride in the RTCW inspired map Mountain the enemies block a decending car meaning the car gets delayed in its travel. And in the map Blimp the Goliath airship sometimes fails to move until the enemies blocking it are killed, making the map not work. I hopefully resolved this last one and haven't had any feedback on it yet.
 
I also got hurt in this elevator, and avoided it by just jumping down ;)
no other way for me to solve this.

Comprehension question:
do You mean vertical sync? It's the only option I see in video settings, and it's ON.

I'm playing with QSS 0.94.7. for i386 (Debian Gnu / Linux 10 (buster) - really, the PC I own is old, very old, and it works).
Maybe this version is obscure, anyway, I had to compile it by myself, no binaries for i386.
Also maybe there are more video options in newer versions for i686?
Yes I meant verical sync... Lol, getting old.
I would be interested if you get the issue with Qss? Although the framerate will inevitably be lower.
The only real fix my side would be to change the whole opening sequence, or hope the Ironwail creator can fix the bug?
Its weird I can replicate the issue by turning v-sync off, then resolve by turning it back on again.
I font really understand all complicated stuff that governs the physics glitches but presumably as Qss resolved it, there must be a work around.
I notice in Ironwail that the physics are different, you can snag on brushwork if it is an unusual angle, stopping thevblayers movement. Or you get stuck on wall corners. It also effects enemies and where certain sequences worked on Qss they happen differently in Ironwail, with an enmeny blocking others because it got stuck on a wall. The sticky wall jug I heard it called for Quakespasm and like the elevator physics glitch was fixed by Spike. My guess is that both issues are related and that because Ironwail used Quakespasm at its heart, the unresolved issues are translated.
 
I was curious so I tried your mod with Quakespasm Spiked. There is no longer an issue with clipping in elevators. So anyone playing this rather impressive mod should be sure to use QSS and not Ironwail until this bug is squashed. There may be a significant framerate drop but 70 FPS on my i9/3070 ain't excactly chugging. It should be a smooth experience on similar hardware though I was getting the full 120 FPS in Ironwail so I really hope the author of that source port sees this and decides to try to fix the clipping in long elevator/train rides.

Was amazed to discover that crates are movable in Peril lol Must make for some fun puzzles :) Hope you continue to update and improve it. It's an incredible project that captures an excellent cyberpunk aesthetic. It reminds me a little of the retail Half-Life 2 mod G String from the few minutes I played. Final comment: loved the riotgrrrl song at the beginning.