Mr Beagle
Member
I have not posted anything in over a year, now to summarize the state of the pack at the start of 2026.
First off, WIP shots that have been posted to the Discord before, but placed here for archival purposes. Showcasing some instances of new work that is not in a released version.
Euclideon Madness Zone is close to completion. The portal-based mechanics and the tank army set piece with Snoopy helping you destroy them is operating as they should. You can actually stand back at the set piece until most of the tanks are destroyed actually, if you are not trying to set time records that is.
QFZ in general received a bit of new texture work as well (a unique texture for ceilings as you can see in the screenshot).
EWZ Act 2 is progressing, some texture edits have been done, but most of the work has been applied to the layout. EWZ Act 1 received a minor refactor to the more powerful 'workbenches' as the old FoF-based springing was replaced with a Lua linedef action (tested meticulously to ensure the bounce power was as close as possible to before).
The discovery that the mobnum value for custom assets in UDMF can go to 64K now means that all projectiles, debris, VFX, and special objects from this point forward will be in the 5000 range (so as to not feel like I am constrained in a bid to keep everything working and not override something I should not). I believe knowing this will be important for pack making going forward so as to avoid cases where things like the addition of custom characters by other people and any objects added to SRB2 itself will not cause bugs, I know I can do this now but there are a lot of custom assets that will need the search and replace treatment, so it will need to be done carefully.
Overall, no major difficulties I can think of outside of what I already have had to encounter before. With Quantic Funhouse and Electric Workbench having fully functional bosses and fully functional NiGHTS stages, it is only EWZ2 and Workbench Wackiness that need completion yet before everything before Mindian Mazen feels solid.
First off, WIP shots that have been posted to the Discord before, but placed here for archival purposes. Showcasing some instances of new work that is not in a released version.
Euclideon Madness Zone is close to completion. The portal-based mechanics and the tank army set piece with Snoopy helping you destroy them is operating as they should. You can actually stand back at the set piece until most of the tanks are destroyed actually, if you are not trying to set time records that is.
QFZ in general received a bit of new texture work as well (a unique texture for ceilings as you can see in the screenshot).
EWZ Act 2 is progressing, some texture edits have been done, but most of the work has been applied to the layout. EWZ Act 1 received a minor refactor to the more powerful 'workbenches' as the old FoF-based springing was replaced with a Lua linedef action (tested meticulously to ensure the bounce power was as close as possible to before).
The discovery that the mobnum value for custom assets in UDMF can go to 64K now means that all projectiles, debris, VFX, and special objects from this point forward will be in the 5000 range (so as to not feel like I am constrained in a bid to keep everything working and not override something I should not). I believe knowing this will be important for pack making going forward so as to avoid cases where things like the addition of custom characters by other people and any objects added to SRB2 itself will not cause bugs, I know I can do this now but there are a lot of custom assets that will need the search and replace treatment, so it will need to be done carefully.
Overall, no major difficulties I can think of outside of what I already have had to encounter before. With Quantic Funhouse and Electric Workbench having fully functional bosses and fully functional NiGHTS stages, it is only EWZ2 and Workbench Wackiness that need completion yet before everything before Mindian Mazen feels solid.