Perilous Warp is a fast-paced indie 3D-shooter with a pretty simple but still intriguing storyline. Get ready to meet the new perilous world of a mysterious desolated extraterrestrial Colony. But is the Colony abandoned indeed?
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2047 a.d. Within a distant stellar system, astronomers find an Earth-like exoplanet. It turns out that a composition of its atmosphere is similar to Earth's, and it could be suitable for humans. However existing space technologies do not allow reaching the planet in the near future.
2049 a.d. A meteorite consisting of an unknown mineral hits the Earth. Its shape and internal structure suggests that its nature is artificial, so it is probably a fragment of some extraterrestrial object. Attention of scientists is drawn to extremely unusual properties of the crysterite, as they called the mineral: it can create "warps", or hyperspace rifts. The first teleporters have been constructed, and then, a bit later, an experimental hyperspace engine for an insterstellar spacecraft. However it is one of a kind, due to extreme shortage of crysterite. Thorough search for the precious mineral is immediately initiated. Finally, traces are found in an emission spectrum of the exoplanet discovered two years ago. There are no doubts in the decision to send an expedition to the planet.
2050 a.d. A spaceship equipped with the hyperspace engine, with scientists, builders, security guards, necessary equipment and materials onboard, makes its way to the planet, to found a colony. People successfully land on the planet, build a base, discover crysterite mines and start their development. Six months have passed according to a plan, the first shipment of the mineral is about to be sent back to Earth, but suddenly the communication with the Colony has been interrupted.
The immense crysterite amounts at the Colony resulted in vast teleportation network throughout the base - but it was not the case for Earth. The only physical connection with the colony is an emergency input teleporter; the output counterpart is located at the Colonial base. Its low capacity only allows sending a small amount of vital cargo... or one fully equipped soldier - you.
You, as an experienced space marine, get an important task: go to the exoplanet through the emergency teleporter and find out what has happened to the Colony. Most likely you also have to find the spaceship - a fortified citadel - and try to reestablish the uplink. You don your favourite armour, take your trusty army knife, and bravely step into the teleporter with the desire for glorious adventures.
We do love classic old-school 3D-shooters. The development of Perilous Warp was inspired by such masterpieces as Quake, Unreal, Doom III, and certainly the brilliant game Chasm: The Rift. Old school players will discover numerous references, but even if you are not in your thirties yet - rest assured that you won't be bored!
J.A.C.K. editor has been in development for a long time. However, in recent years, all updates and bug fixes were kept in beta status, and were only available to those who opted in the beta program. And now the time has come to publish a major update for all our users!
In addition to Windows and Linux, J.A.C.K. now fully supports macOS. Moreover, the editor comes with native map compilers for Quake and Quake II, as well as with an option to download native map tools for Half-Life. Unfortunately, recent macOS versions (e.g. Big Sur) don't support 32-bit apps. This means that, although J.A.C.K. and the compilers will work, to run the old game you will probably have to install a custom 64-bit port. On older macOS versions (e.g. Mojave) everything should work out of the box.
The automatic J.A.C.K. configuration tool has got much more functions, minimizing user intervention. For intance, the editor now automatically unpacks all the necessary resources from the packages, extracts textures for Quake and Hexen II (there was a plugin for those purposes, but not everyone knew it was available), creates a "maps" directory, sets the correct parameters for compile and launch, and much more!
Now you can export your level to OBJ format, which can be imported to many modern 3D editors, converted to other formats. Thus your levels can be exported to game engines which are not directly supported by J.A.C.K.. You can export the entire level, only selected objects, or objects within the bounds of the Cordon Tool. Faces with a NULL/caulk texture will not be exported.
Now the cordon bounds are initialized not with a point, but with a 128x128x128 box, which makes them easier to edit. In addition, the "Enable Cordon" button now restricts rendering of the objects in the 2D and 3D views - you can see in the realtime which objects are going to be exported. This behavior can be disabled in the config using the parameter: ApplyCord>
J.A.C.K. now supports separate configurations for multiple users (including Steam library sharing mode). Settings are no longer lost after running cache integrity checks.
How many times did you decide to create a block in the Block Tool mode, diligently painted the brush with the mouse, pressed Enter... to discover the unfortunate fact that the selected primitive was actually a cylinder? This is such a common problem that we decided to mention it in the list of major improvements! Now it is possible to undo the creation of the primitive while preserving the selection frame: just hit Ctrl+Z, select another primitive type, and press Enter again.
There are certain improvements that facilitate working with this popular open source engine. For example, there is an option to turn off the studio model pitch inversion (also known as "Stupid Quake Bug"), which is not needed in Xash. In addition, J.A.C.K. now correctly renders studio model files with vertex weighting.
The editor code has been ported to Qt 4.8.7, and has been significantly revised. Here is a list of the major changes in version 1.1.2800; many of those were requested by the community:
Many bugs have also been fixed; here are some examples:
As always, we welcome your feedback and suggestions here, or on the Steam Community discussions. Thank you so much for making levels for classic games, and for using J.A.C.K. for that!
We would like to present Perilous Warp, our upcoming fast-paced singleplayer 3D-action inspired by the classic 3D shooters. It is built from scratch on...
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Oh wow.....This looks interesting!
A game running on Volatile will finally release, and with a SDK?
I'm interested.
Brilliant visuals!