Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Argent Agent

KUIPER - PrBooM+ Limit-Removing Wad

Recommended Posts

Hmm... That's quite interesting! Is the tower a big object or a big decoration (4 walls) with transparent spaces?

image.png.a385c751c4b0422cae0b668d424c6849.png

Share this post


Link to post
10 hours ago, Dimon12321 said:

Hmm... That's quite interesting! Is the tower a big object or a big decoration (4 walls) with transparent spaces?

image.png.a385c751c4b0422cae0b668d424c6849.png

The tower's scaffolding is composed of multiple linedefs so that the size of the tower decreases with height.

Share this post


Link to post

Those screenshots are super interesting, definitely not run of the mill stuff! I’ll be really keen to see this up close once there’s a public release.

Share this post


Link to post

Screenshots are looking quite sweet! I'll keep an eye peeled. c:

Share this post


Link to post

Holy mother of visplane overflow! Those screenshots (especially the first one) look amazing! How much work did all that sector decoration take??

Share this post


Link to post
On 9/27/2020 at 5:54 AM, Dimon12321 said:

How is it going, Agent?


Work is a bit slow as of late; University has kept me busy.

 

 

On 9/27/2020 at 8:39 AM, Pechudin said:

Holy mother of visplane overflow! Those screenshots (especially the first one) look amazing! How much work did all that sector decoration take??


It took a while; the ship I just traced over a blueprint for a runabout, though.

Share this post


Link to post

It's been a while since I've given a status update for this wad! A lot of other stuff has been happening in life, from university to side projects. Anyways, here is a small preview of MAP06 just to show that this project is not dead.

 

T9Gtipi.png

Share this post


Link to post

Another year has gone by and I think it is time for a status update on where things stand with this project.

 

Work on my doctorate has kept me pretty busy since I started on it a couple of summers ago, though this upcoming spring might be slightly less busy and I may be able to fit some room in to work on maps for this project. I've also been working on a side project which has eaten up a little bit more of my spare time, but the scale of that project is a bit smaller than this one. Dealing with off-and-on burnout has also been difficult for making progress, though I haven't been feeling as burnt out on making maps lately.

 

Anyways, as for where Kuiper is going, I've decided that given the limitations of DEHACKED for complevel 9 that I will be adapting this project to use the MBF21 standards, specifically for the extended DEHACKED. Monster behavior, weapon properties, and player properties will be modified further and will be elaborated upon once there in a somewhat complete form. A decorate counterpart is in the works for ZDoom-based port compatibility which will be used as a base to generate the extended DEHACKED. Cooperative support is still a must for me, though currently the only port that supports MBF21 with multiplayer is Odamex at the moment and I am hoping that this will change in the future, especially for demo-compatible ports (especially since these maps will play somewhat differently in multiplayer).

Work is ongoing in the background at the moment. Work from my secret side project (not so secret if you're in the Mechanix Union Discord) will be used for this project as well. Stay tuned for more!!

Share this post


Link to post
44 minutes ago, Argent Agent said:

Cooperative support is still a must for me, though currently the only port that supports MBF21 with multiplayer is Odamex at the moment and I am hoping that this will change in the future, especially for demo-compatible ports (especially since these maps will play somewhat differently in multiplayer).

Not anymore, Woof (and I assume Nugget Doom) can record MBF21 multiplayer demos now!

Share this post


Link to post
2 hours ago, Andromeda said:

Not anymore, Woof (and I assume Nugget Doom) can record MBF21 multiplayer demos now!

I'd advise NOT to use Nugget Doom for demos yet. As stated in both its thread and README, it hasn't been put under thorough testing for compatibility yet. It might work just fine, but I personally wouldn't take the risk. Many of its features can't be used in demos and net play anyways.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×