Peril Mod updated to 0.3b

Would you not have been better off to do the mod - or the game - in a ‘Build’ engine?

In that competition, Quake wins out.
AD has so many great features that it can easily form the base for a large range of possibilities.
I always wanted to do something with Quake.

Welp, I finished! Quite a ride. :slight_smile: You’re kinda crazy for trying some of these things but I like that.

BTW I did run across a few more maps with no assigned map name, and at least one map that spews a lot of error messages in the console (about entities having no spawn function) when it starts up.

Also, I’m not sure if this is something you can fix in AD, but: you have several specially-named “key” items but after you pick them up they just have a generic name in the AD key inventory like “Arcane Key 3”.

The issue of getting stuck on map progression is still a tough one to figure out. I won’t beat this into the ground but let me mention a few more cases.

The prybar to exit Crossroads, for example, was a little bit of a head scratcher. There seemed to be two actual exit gates from the map, but it didn’t work on either one of those. The rock that it did work on was kind of un-special-looking, and if we’re talking about “what would be the realistic thing to do” then just ducking under the fallen tree would be that. :slight_smile:

There was also another map (the gorge I think) that required climbing on a particular vine texture to progress, when that had not been a thing in any of the maps up until then.

Opening the gate to the gold key in the priory had me stuck for a while too, I’d have similar comments here as I did about the gold key in clovelly.

In the end I did get through everything so it’s not that bad :slight_smile: but progression-blockers can kill the pacing.

Anyway. I’m focussing on some problems here since that’s probably more useful at this stage of development. I do want to make sure though to give you kudos for making some large-scale environments that are entertaining to look at and run around in rather than “just being big”. Also the profusion of vehicles (and similar moving objects like drop pods) contributes to a fun “show off” kind of atmosphere, like a mission pack back in the day when they had to demonstrate some new wacky features above and beyond the base game.

I think this has the potential to be a real cult-classic release. Obviously some folks will not be a fan of the gameplay style/pace, or unable to overlook any performance issues, and that’s fine. But it will hit some other high points that not many (or any) other releases do.

Random comment #1: Using the widowmaker as a flak gun against clouds of flying skulls is pretty sweet.

Random comment #2: I wonder whether Ironwail would perform better on some of these maps, compared to Quakespasm-Spiked? I’ll give it a try myself (but my Quake system is kind of old anyway so I’m maybe not the best benchmarker). https://github.com/andrei-drexler/ironwail/releases

Yeah Ironwail can run these maps pretty darn fast in most cases. It’s got some issues on my old video card that only has 1 GB of VRAM, as discussed here: https://github.com/andrei-drexler/ironwail/issues/35

Still on the start map (damn train guards) but some neat stuff so far. Lots of low-hanging fruit for optimisation and fixes too.

(played using darkplaces-linux-x86_64-sdl-20180412 but not sure what the dp_textures is for, since, at least in the start map, things look the same with or without)

Darkplaces usually doesn’t work too well for things not made for vanilla Quake or specifically for it.

Sorry, I totally missed moving this into “News” earlier. :slight_smile:

FYI - I’m getting better performance using vkQuake 1.31.3 stock with no changes to heapsize than the latest version of QuakeSpasm Spiked. I’m launching the game directly from a shortcut “-game periI” with nothing else. I understand there may be something with the shadows, that vkQuake does not support. But so far so good, looks and plays great on vkQuake. Scaling seems to be a bit off, as in the cars on the road appear to be huge; buses and trucks seem to be ok and the military vehicles seem to be sized approrpriately. As a character she just feels short next to some of the features, and maybe that by design.

vkQuake typically has much better performance than QuakeSpasm Spiked

Yes, that is my experience. Its a shame tht development has stopped for vkQuake. Anyway, just wanted to let other users know. I’ve used IronWail a lot too, just not for Peril yet. vkQuake is my go too and been having too much fun with Peril to stop lol.

@it2138 vkQuake is back in active development and just had a recent release. Novum is no longer the developer but vsonnier has been doing regular updates. https://github.com/Novum/vkQuake/releases/tag/1.31.3

OMG THANK YOU THAT IS AWESOME NEWS! I came to this post to let everyone know my experience with IronWail and Peril. IronWail performed better than QuakeSpasm-Spiked but still not as well as vkQuake. The screen was a bit jittery when panning left to right even in IronWail - at least with my system vkQuake seems to find the sweet spot in every game I play even though it maybe doesn’t support all features (yet!?). Just an fyi for those new players to Peril - such as myself.

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