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Work on SMMP continues, after months of struggling with life and the limits of GZDoom Builder and Zandronum.

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Well, work continues on SMMP.

One of the reasons it took so long for me to start back up, was that I was finally hitting the 32-bit memory limit (3.5gb) in GZDoom Builder when trying to work on the HQ map in SMMP. I've since remedied this by helping ZZYZX get a 64-bit build of GZDoom Builder going. The other big reason was hitting limitations of Zandronum 3.0 and getting fed up with it. Aside from that, I've just been working on other projects (like StrikerDM for EDuke32-OldMP), been busy with life as well; Trying to finish college, dealing with poor mental/physical health, and trying to recover.

Anyhow, with that said I'm working on it again. A lot has changed. I've gone and converted all of the mod's graphics to PNG so that it will play well with WADs that have their own palettes. I've made at least several thousand small tweaks to everything in attempts to improve performance and streamline the mod a bit.

The HUD is totally different from earlier versions, and I've also changed how demonic power works. The "utimate" ability of each class will no longer be a separate weapon, but rather a devastating ability triggered by holding "USE" and the "Special Ability" (like the Marine's flares, and Tails' spin-dash) button at the same time.

The HQ has undergone a considerable number of layout changes. Some of the outdoor area has been condensed by bringing a lot of the buildings closer together. I've also removed some rarely-noticed details like some clumps of grass to help improve framerate. In the end, this results in a more enjoyable experience, and there's much less traveling across empty space to get where you want to go.

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