The most up to date version of Peril.
Many bug fixes and map errors sorted.
Recommended to run using Ironwail source port.
In Peril you play as Robyn, the Daughter of one of the Slipgate Ranger's that were sent in through the Slipgates to defeat Shub-niggurath. Robyns Fathernever returned, and since then, in the present, a nefarious corporation known as Slipgate Industries (the inventors of the Slipgate's) have declared martial law. With their new technology Slipgate Industries is building an army in the past, taking advantage of the past Earth's untapped mineral resources. The corporations intention is to build a Slipgate large enough to bring that army through into the present, Robyn will stop it.
Robyn first has to slip past the sentries and find a Slipgate to take her back in time (to medieaval England) and from there, avenge her fathers death.
Been looking forward to this, congrats on getting it out there!
Thanx.
I hope you enjoy it.
Any feedback welcome.
Going great so far, but just crashed in Shubniggurths (sp) Lair
```
CALL2 402(setmodel)setmodel()
ai_projectiles.qc : launch_plasma
mon_deflector.qc : deflect_fireplasma
mon_deflector.qc : deflect_plasmaframe
<NO FUNCTION>
no precache: progs/proj_plasma.mdl
Host_Error: Program error
Client cypher removed
```
Also, are the map sources available?
I will be releasing them in due course.
Thanx for asking.
❤
I have heard a couple of people had that issue when fighting the mon_deflector.
Which sourceport and version are you using?
If it keeps happening at the same place try fighting the deflector from a distance,or try shooting the monster with a different weapon.
I didnt modify any aspect of the models or the weapon effects,or any code,so the issue would likely be related to Arcane Dimensions,or the sourceport.
I was using Ironwail at the time of the crash, but couldn't replicate it. I've found FTEQW to be a bit better for Peril, especially the lifts and other moving platforms.
Just out of interest can you remember if this crash happened when two deflectors were next to each other, the fire one and the plasma. My thoughts are its the plasna round from one hitting the other.
I don't recall there being two. I tried replaying the level I thought I was on and I don't think I even saw an enemy with a reflector shield.
Thanx.
Strange one that.
There are two. I just had a crash in the same spot.
Happened to a streamer last night so I was able to get this clip from their VoD: Clips.twitch.tv
Hard crash on Shub Lair level in the winter zone using Ironwail 0.7.0 down by the two reflecting shield grunts by the water/shipping containers.
As a side question, how much more work on this project needs to be done? I've noticed that quite a few levels have areas that are unfinished in one way or another (geometry missing, ammo floating in mid air, textures missing, areas the player can get trapped in and need to use noclip to escape, ect.) but the levels themselves are for the most part all fully completable.
I ran out of time to be honest,but will be trying to get everything fixed up as soon as i can. Some areas were left unfinished due to time contraints,but theres no excuses for the places players get trapped.
The deflector issue seems to be when one accudentally shoots the orher,sone glitch from AD. I will remove one deflector.
I started playing this mod yesterday. Now I'm on 4 level. Levels are enormous and complex. First level blow me away, it's like Cyberpunk only on quake 1 engine. It's amazing. You should put more images and videos. Maybe some trailer for the mod. This mod deserves way more exposure.
How many levels are there?
I play on vkQuake-1.30.1_win64 and install reshade.
Here is how it looks:
Thanx.
I had issues with VK Quake, so good to see you have been able to run it.
I've been playing this mod for a few days now. The levels are huge, really huge, and they are designed in such a way that you need to find the keys to pass them, so crossing one level takes a long time. In most cases. There's no telling the player what to do...which isn't a bad thing. I like that old type of level design, but the game is far too long. After Shubniggurths Lair I think the game should have ended. Until then, the levels were made in detail and thought out. After that I played two levels and both were full of bugs and recycling previous levels. The game becomes monotonous and tiring. I didn't play any further because I had had enough, even too much.
I think it would be better to split this mod into two games. The first to Shubniggurths Lair and the second from 18 levels onwards. However, the second part needs to be worked on in all aspects. Right now what I've seen looks sloppy and rushed. In my opinion, this mod should be released in the final version, which would end with Shubniggurths Lair, and insert the ending there. Make a trailer and send it to the reviewers if they want to review it. This mod deserves a lot more attention than it gets. But, primarily, I think the problem is the length, as I already mentioned. I don't believe there are many quake mod players who would play a mod this long with this type of design.
I would like to praise the author on the first 17 levels, they look great. Everything is in its place and I have to say that I enjoyed playing it. A job this big needs a lot of love, dedication and time. Congratulations!
Глючит ужасно на улице после выхода из лифта и в лифте тоже проваливается иногда не хватает текстур или ещё че гото
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I just finished the first level and already have to say, this is totally deligthful. The retro surrealist feeling of this city is so wonderful, it's so gigantic, it feels like how I imagined walking through the world from GTA 2 or sommething like this as a child...
I can't put into words how nostalgic yet fresh this feels, how the attention to detail puts it all together and how many cool ideas were just in this first level alone. The occasional atmospheric soundtracks, the easter eggs, the awesome traversal mechanics throughout, it's just mindboggingly awesome and while there are still problems of course this is definitely already my absolute number one mod out there. Just this first level alone shows how much love was put into creating this and I just wanted to thank you for your work. A trip down memory lane is always appreciated, but combined with new and modern stuff like this level design, man, that's rare and absolutely awesome.
Had a little trouble to get it to work, crashed darkplaces and official remaster for me, got it to work in vkQuake, but lifts and flying vehicles damaged me a lot when standing still and did not work properly. Otherwise pathfinding sometimes is not that well done, especially when sometimes places look to similiar to another and I forget where I was coming from or where I need to go.
But those are just minor nitpicks that you hopefully will address one day and even if not this is absolute great material.
I am so hyped about the rest now and will come back here once I have more to say.
Just thank you for making and releasing this. It's great.
edit: oh nevermind, just now realized this is intended for ironwail and that I'm just late to the party with this new and obviously best sourceport now, sorry! sadly the lift damaging me problem still persists, even with vsync.
I didn't understand how I am supposed to get past the bars directly behind the bunker door u have to open with the security disk on 2nd level? It's weird. You open a door just to find it blocked.