Peril3.0

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.
Thanx for the feedback :)
Hopefully Spike will continue to work on Qss, and I am sure that Ironwail will improve it's compatability.
I prefer to play Ironwail because of its higher framerate on most but strangely not all maps.
But I do love the particle effects and smoothness of Qss, especially the weapon impact effects, snow effects, and rain effects.
 
I actually found a setting in QuakeSpasm-Spiked yesterday that let me uncap framerate (instead of the default 72 FPS cap) and now Peril plays at nearly full speed (117 FPS... I use RTSS to set a global 117 FPS cap to further reduce input lag). I also discovered that disabling vsync in-game on QuakeSpasm derived source ports and enabling it in Nvidia CP instead results in a much smoother looking game (I was still getting tearing with vsync enabled in-game, and this on an LG C2 gsync/VRR display... I almost have to wonder if vsync is broken within QuakeSpasm source ports... in the Peril config.cfg file, vsync always reverts to Off on my system but using Nvidia CP forces it to always stay enabled). These are things to consider if trying out these different source ports based on QuakeSpasm. I think if I play Peril I'll use QSS for the extra features. I like eye candy ;)

Edited: unfortunately, I just experienced the clipping issue even with vsync enabled using QSS though it seems worse at 117 FPS so i bumped it back down to the default 72 FPS. I think these old engines just aren't made to be 100% reliable all the time the way these mods push those engines to their limits. I think even John Carmack would probably think: "120 frames per second!??? That's insane! Go back to something sensible for my ancient engines, like 60 FPS! Kids nowadays! Just wanna run run run, and go vroom vroom!" lol. I've seen Stalker mods pushing that old engine to its limits too

Edited yet again: Apparently I need to be in full screen to get the clipping issue in elevators resolved. I was in borderless window but since switching to full screen with this particular mod it's working okay. I have an LG C2 OLED TV with both gsync/VRR enabled so no telling what the hell it's contributing to buggy Quake physics lol But doing full screen where I know vsync is working properly fixes the issue (I think).
 
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I actually found a setting in QuakeSpasm-Spiked yesterday that let me uncap framerate (instead of the default 72 FPS cap) and now Peril plays at nearly full speed (117 FPS... I use RTSS to set a global 117 FPS cap to further reduce input lag). I also discovered that disabling vsync in-game on QuakeSpasm derived source ports and enabling it in Nvidia CP instead results in a much smoother looking game (I was still getting tearing with vsync enabled in-game, and this on an LG C2 gsync/VRR display... I almost have to wonder if vsync is broken within QuakeSpasm source ports... in the Peril config.cfg file, vsync always reverts to Off on my system but using Nvidia CP forces it to always stay enabled). These are things to consider if trying out these different source ports based on QuakeSpasm. I think if I play Peril I'll use QSS for the extra features. I like eye candy ;)

Edited: unfortunately, I just experienced the clipping issue even with vsync enabled using QSS though it seems worse at 117 FPS so i bumped it back down to the default 72 FPS. I think these old engines just aren't made to be 100% reliable all the time the way these mods push those engines to their limits. I think even John Carmack would probably think: "120 frames per second!??? That's insane! Go back to something sensible for my ancient engines, like 60 FPS! Kids nowadays! Just wanna run run run, and go vroom vroom!" lol. I've seen Stalker mods pushing that old engine to its limits too

Edited yet again: Apparently I need to be in full screen to get the clipping issue in elevators resolved. I was in borderless window but since switching to full screen with this particular mod it's working okay. I have an LG C2 OLED TV with both gsync/VRR enabled so no telling what the hell it's contributing to buggy Quake physics lol But doing full screen where I know vsync is working properly fixes the issue (I think).
Interesting tests, I will have to do some experiments myself.
 
Correction about my experiences with QuakeSpasm-flavored ports and vsync above: I forgot that Nvidia drivers now by default (Global settings in Nvidia CP's Manage 3D Settings) will disable vsync (Off) and you have to set it to "Use the 3D Application" in the Vertical sync setting otherwise games and programs will not allow in-game vsync to work. Though I've had vsync on in Ironwail and QSS Options, it wasn't actually working. All this time I've been playing Quake mods and maps with no vsync (about 3 weeks... yes I'm a newbie to Quake community maps). Because I have a gsync/VRR-capable display, I didn't notice much tearing (but there definitely was some - in the bottom of the screen - but not the usual extreme tearing you usually see in many games with no vsync enabled). Now that I have set it to "Use the 3D Application" in Nvidia CP, vertical sync is working using the in-game vsync setting, including Peril. The result is dramatic - absolutely no screen tearing now and very little input lag because of the RTSS 117 FPS limiter I use.

Wish I had known this before when I played through all of Arcane Dimensions last week lol
 
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Ironwail should be avoided. The elevator in the first map doesn't work. It just goes down a few feet, then returns to the top. I haven't tried QSS yet.
 
Ironwail should be avoided. The elevator in the first map doesn't work. It just goes down a few feet, then returns to the top. I haven't tried QSS yet.
Flicking on vertical sync can solve that issue with Ironwail.
In the next update I hopefully have solved it having changed the long lift from a func_door to a func_train.

The mod was developed on Qss so the lift issue turned up only when players used Ironwail, on all the systems I tested ironwail on recently vsnc worked to fix the physics issue in the lift, but it seems that for some that doesn't fix it. It's worth checking graphics card settings to see if for some reason vsync is not being enabled in the ironwail engine.

If you have issues in that long lift you will likely find that the cable car in map Mountain will do the same.

Be interested to know what graphics card you are using.
 
Flicking on vertical sync can solve that issue with Ironwail.
In the next update I hopefully have solved it having changed the long lift from a func_door to a func_train.

The mod was developed on Qss so the lift issue turned up only when players used Ironwail, on all the systems I tested ironwail on recently vsnc worked to fix the physics issue in the lift, but it seems that for some that doesn't fix it. It's worth checking graphics card settings to see if for some reason vsync is not being enabled in the ironwail engine.

If you have issues in that long lift you will likely find that the cable car in mao Mountain will do the same.

Be interested to know what graphics card you are using.
I do use vsync, but I solved it. I had host_maxfps set at 60 in my autoexec. Setting that cvar to 61 (or just leaving it the default of 250 fixed it. Anyway, this looks like a really fun mapset, thanks for making it.
 
I do use vsync, but I solved it. I had host_maxfps set at 60 in my autoexec. Setting that cvar to 61 (or just leaving it the default of 250 fixed it. Anyway, this looks like a really fun mapset, thanks for making it.
Thats great to hear you resolved it.
 
Nothing wrong with the new version.
Infact it had so many fixes it really needed a relaunch in the main list.

Now it's just been deleted.
Thanx very much for nothing admins.

Heavy handed admins even made it look like I deleted it myself. Oh what it must be to be a gatekeeper to Quake, that power....

Maybe I will give up even bothering.
 
Nothing wrong with the new version.
Infact it had so many fixes it really needed a relaunch in the main list.

Now it's just been deleted.
Thanx very much for nothing admins.

Heavy handed admins even made it look like I deleted it myself. Oh what it must be to be a gatekeeper to Quake, that power....

Maybe I will give up even bothering.
Updating your current release will push it back up to the top in the New Maps & Mods list on the front page (see Quake Champions Classic sitting at the second spot from the top right now, even though it was released in August 2022).

I believe not having 10 different entries for the same mod is part of why this site was launched in the first place. It creates unnecessary confusion for newcomers/returning players to the community, who might end up playing a bugged/outdated release because they came across an older version first.
 
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Nothing wrong with the new version.
Infact it had so many fixes it really needed a relaunch in the main list.

Now it's just been deleted.
Thanx very much for nothing admins.

Heavy handed admins even made it look like I deleted it myself. Oh what it must be to be a gatekeeper to Quake, that power....

Maybe I will give up even bothering.
Basically: you uploaded it wrong and the admins are trying to fix it for you. The mod already has its page and you just updated it, as large as the update may have been. And yes, updating a resource pushes it back up to the front page.

Like AwakeOnPhobos said, this is how the site works, and things are a lot more organized this way. You don't need multiple entries for the same mod. And even if someone still wants to download an outdated version for some weird reason, they're all still available.
 
Nothing wrong with the new version.
Infact it had so many fixes it really needed a relaunch in the main list.

Now it's just been deleted.
Thanx very much for nothing admins.

Heavy handed admins even made it look like I deleted it myself. Oh what it must be to be a gatekeeper to Quake, that power....

Maybe I will give up even bothering.
Moderator who deleted Peril 3.0c is not online at the moment, so we have to wait for them to arrive to get exact reasoning, but from what I see, you uploaded Peril 3.0c as new resource instead of doing an update. We try to avoid making copies of resources and instead encourage people to use update function. If you made an update, it should bump your resource to the top. If your update is huge and you prepared extra promo images/videos, you can ping mods/admins and we'll see if your resource can be featured on the main page spinner.

The message: "This resource has been removed and is no longer available." is autogenerated by the system when resource is deleted. Author of the message is set to resource owner automatically. This is how framework we are using is handling this. As I mentioned in reply to your report, I deleted this message and we'll assign programmer to disable this behaviour if possible.

In your 2nd report you wrote: "How about remembering that there's a human at the end of every mod."
I think it's good to remember moderators/admins are humans too, sometimes we make mistakes.
We are on your side, we are here to help you. If there is a problem it's better to just write to us and ask politely.

To sum up, sorry for inconvenience, we'll sort this out asap.
Let me know if you have more questions.

Regards,
Quadmin
 
Moderator who deleted Peril 3.0c is not online at the moment, so we have to wait for them to arrive to get exact reasoning, but from what I see, you uploaded Peril 3.0c as new resource instead of doing an update. We try to avoid making copies of resources and instead encourage people to use update function. If you made an update, it should bump your resource to the top. If your update is huge and you prepared extra promo images/videos, you can ping mods/admins and we'll see if your resource can be featured on the main page spinner.

The message: "This resource has been removed and is no longer available." is autogenerated by the system when resource is deleted. Author of the message is set to resource owner automatically. This is how framework we are using is handling this. As I mentioned in reply to your report, I deleted this message and we'll assign programmer to disable this behaviour if possible.

In your 2nd report you wrote: "How about remembering that there's a human at the end of every mod."
I think it's good to remember moderators/admins are humans too, sometimes we make mistakes.
We are on your side, we are here to help you. If there is a problem it's better to just write to us and ask politely.

To sum up, sorry for inconvenience, we'll sort this out asap.
Let me know if you have more questions.

Regards,
Quadmin
Thanx for the update.
Believe it or not, I have very little access to the Internet, living off grid with no mains anything. So a few days later finding the update had been deleted, and the automatic reply or whatever appeared as an entry looking like it was me who deleted the content. That just left me fuming! A lot of effort went into the bugfixing, as the mod was released initially in an unfit state.
I have seen the livestreams of these versions, and these also exist in perpetuity. The pressure was rather a lot to get things sorted.
Anyway. I have calmed down now, and accept what you say. It's difficult to know your way around a place like this, especially on my battered phone.
 
Updating your current release will push it back up to the top in the New Maps & Mods list on the front page (see Quake Champions Classic sitting at the second spot from the top right now, even though it was released in August 2022).

I believe not having 10 different entries for the same mod is part of why this site was launched in the first place. It creates unnecessary confusion for newcomers/returning players to the community, who might end up playing a bugged/outdated release because they came across an older version first.
Glad to hear it Thanx.
 
I'm not an admin, I'm just a fellow member, so I hope this is helpful to you. as everyone else has stated, and I'm just reiterating:

Slipseer is not Quaddicted. when you have a new version of your mod, you UPDATE the resource. you don't make a new and separate resource. I must, again, heavily stress that Slipseer does not work the same way that Quaddicted does. Slipseer works the way other game modding sites work.
I think what has everyone so confused is that you've updated this mod 3 times before already. you making a brand new resource to just update your mod seemed very clearly like a mistake that the mods tried to fix. it was not for the sake of hurting you or suppressing your work.

nothing has changed since then, you can still update this resource, updating has been and will always be available to you. I recommend that you do so as soon as you can, especially since it seems to be stressing you out.
 
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Updated version of Peril with stacks of bug fixes.
Not sure this is in the right place for updates.