Insanity's Requiem thrusts you into the ass-kicking combat boots of UAC Blackwatch Specialist, Ryan Wolfe. Ryan is a 29 year old Marine who happens to be better than any and all of his most physically fit peers... His secret? He's 1/2 Demon. His reflexes are unmatched, He can run faster, hit harder, and fight longer than even the most battle-hardened human. But the quirks from his Demonic Blood arent anything to underestimate either.

Description

I'm going to make this short and sweet, lots of stuff was changed, but I'm only going over the highlights. See the description for more details.

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Insanity's Requiem Mk.2 | 2.0 | May 2023 Release
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goingposta1
goingposta1 - - 110 comments

been a long time since ive played this and its STILL real good. the weapons and the sprites look smooth and sound is great. all of it is really good. one thing i have to point out the keys are kinda screwed up because ive picked up the yellow skull key but when i went to a yellow door it still says i need a yellow keycard. so i went to look over the key i picked up so far it thinks i picked up a green card. so the keys is alittle wacked right now. but thats it so far

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TiberiumSoul Author
TiberiumSoul - - 46 comments

The lockdefs are single key locked because a close friend is designing new keycard assets for the mod, and later retail project to use. If the mapset you're playing doesn't have a dedicated yellow key you are up the creek without your paddles I'm afraid

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CygnocalCorg
CygnocalCorg - - 42 comments

This is a high quality product right here. But with that being said, I appreciate the extra minimods added in like NashGore, Tilt and Hitmarkers and such, but the problem is that I always have those minimods already in my load order (on ZDL) and when I boot it up, it tells me that this mod is conflicting with another mod that shares the same properties. So I have to disable the minimods I have in the load order. And then I play a completely different mod like Treasure Tech or something, I always forget to turn those minimods back on.

I can see these minimods being included if they have something unique about them than the standard release of them. (I do like the new blood effects and splats in your version of NashGore VE.) Otherwise I find it kinda unnecessary to include them. REGARDLESS...I love this mod.

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TiberiumSoul Author
TiberiumSoul - - 46 comments

I appologize for the inconvenience... but yeah, the tilting and hitmarkers are there to stay I'm sad to say

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lastikp0
lastikp0 - - 1 comments

If you ever find why Hellstorm PDW's mag is spinning in the water, please make it a switchable feature. It is just hilarious

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Guest
Guest - - 689,587 comments

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InfinitePatience
InfinitePatience - - 1 comments

Tib, AmmoInfo doesnt work properly on gzdoom 4.10. It shows a huge line of /healthhealth instead of what it should show

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TheDelinquent
TheDelinquent - - 40 comments

I love this mod, and I'm eager to try the newest version, my only problems are these:
The loadout select menu doesn't seem to display properly, it's so oversized and the full graphics don't show properly on the screen. Is this just a resolution issue, or do I need to change some display options in GZDoom?

AmmoInfo displays improperly for me as well, but for me it displays a weapon (Blue) and infinitely lists its ammo (Blue/Blueblue /blueblue repeating) until GZDoom eventually terminates it (listing it as a 'runaway script')

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ANDROIDFERRET
ANDROIDFERRET - - 1,113 comments

I'll definitely make a video !

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matradom
matradom - - 2 comments

if we're getting the UI issues mentioned above, do we switch to a previous version of IR for the time being? Or is the Mod meant for an earlier version of GZdoom? Also know what could caused a drop in fps? only running the mod with current gzdoom with base wad with ZDL.

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Doomzilla(iddqd)
Doomzilla(iddqd) - - 3 comments

is there any way to remove new liquids and torches without breaking the mod? Not only this stuff doesn't look very good, but it also makes a lot of fan-maps unplayable on my machine.

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TiberiumSoul Author
TiberiumSoul - - 46 comments

The LTP Stuff has been removed and reverted back to the old liquids effects for the upcoming release, (sometime in November, but I have no set in stone date...)

Also of note: The old torches that worked on line of sight for activation/deactivation have been replaced with really pretty particle based ones courtesy of Bugsie and the Cyberaugmented Dev Team (no more 1 second per frame gameplay on torch heavy maps like those in Sunder/Sunlust), as well as new bullet effects for water splashes that come from the Metal Slug franchise.

But wait, there's more! For anyone getting AmmoInfo UI bugs, fear not, I gutted the mod entirely since i honestly didn't see a use for it anymore...

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matradom
matradom - - 2 comments

any progress with the bug fix? only other point i've noticed is the ui spam /healthhealth I'm gessing until the system comes to a halt.

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JMartinez2098
JMartinez2098 - - 197 comments

Bug Report:
Loading Insanity's Requiem with VKDoom instantly crashes when a key or mouse button is pressed in the menu. GZDoom works as intended.

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Guest
Guest - - 689,587 comments

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zero11shadow
zero11shadow - - 2 comments

Mod has potential, however there are a number of issues present that make it hard to enjoy.

The Ammoinfo addon is broken. (My guess is do to how the health system works.)

The Special ammo system is unintuitive (Make the keybind a toggle instead of having 2 reload keys) and needs more visual info (such as a a HUD element) the mag graphic change is far to small to notice for most guns and doesn't exist for others. It's also unnecessarily punishes you for switching by robbing you of all ammo in the previous mag (I have no issue with the mag system outside this complaint).

The movement is slow and lacks anyway to reliably speed it up and the double tap dash is an issue when trying to weave in between projectiles causing to you get hit when trying to make small quick movements.

The Punisher's cental dot when in single fire mode disappres when changing weapons but otherwise still functions

Finally the class select seems like it's either missing elements or just needs a redesign to include visible options.

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