[WIP] Hunter's Moon V3.6.1 (QC Sorlag and couple more stuff)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: [WIP] Hunter's Moon (V1.5)
this is an amazing mod! good rival to brutal doom or project MSX
- Tapwave
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Re: [WIP] Hunter's Moon (V1.5)
You do realize that this is mostly a port of Q3/4 weaponsGothic wrote:this is an amazing mod! good rival to brutal doom or project MSX
like uh
you can't compare that with BD and MSX since that's totally not the same kind of stuff
Re: [WIP] Hunter's Moon (V1.5)
Of course you can, they're all amazing.terranova wrote:You do realize that this is mostly a port of Q3/4 weaponsGothic wrote:this is an amazing mod! good rival to brutal doom or project MSX
like uh
you can't compare that with BD and MSX since that's totally not the same kind of stuff

Thanks! this version fixed the problem (kinda wish I could play without the 3D monsters though).Revilution wrote:I updated to V1.5, now i compiled Monsters and Source in a single pk3, so if the problem persists idk what happeing with your Skulltag/Sytem (whatever is causing the problem)
- Zanieon
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Re: [WIP] Hunter's Moon (V1.5)
well, i don't prefer compare since each wad have a self style
about the monsters i can't say much, i joined them with the source wad to prevent people to load the wad in the wrong sequence
about the monsters i can't say much, i joined them with the source wad to prevent people to load the wad in the wrong sequence
- Tapwave
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Re: [WIP] Hunter's Moon (V1.5)
I meant that you can't really compare a weapon port wad (like this one) with ones that aim to completely revamp everything and add a load of stuff like BD and MSX.Zombieguy wrote:Of course you can, they're all amazing.terranova wrote:You do realize that this is mostly a port of Q3/4 weaponsGothic wrote:this is an amazing mod! good rival to brutal doom or project MSX
like uh
you can't compare that with BD and MSX since that's totally not the same kind of stuff![]()
- Zanieon
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Re: [WIP] Hunter's Moon (V1.5)
That's not the principal case of comparison, since Hunter's Moon change Weapons, Player Classes, Torches, Powerups, Items etc...
But is really each one have a self style, this is only for OpenGL and try mix Quake with the elements of Doom, Brutal Doom adds more violence to the game without losing the essence of Doom and work for both renderers, Project MSX brings a more tactical game and works in both renderers too (i think, never tested in soft).
But is really each one have a self style, this is only for OpenGL and try mix Quake with the elements of Doom, Brutal Doom adds more violence to the game without losing the essence of Doom and work for both renderers, Project MSX brings a more tactical game and works in both renderers too (i think, never tested in soft).
Re: [WIP] Hunter's Moon (V1.5)
I understood what you meant.terranova wrote:I meant that you can't really compare a weapon port wad (like this one) with ones that aim to completely revamp everything and add a load of stuff like BD and MSX.Zombieguy wrote: Of course you can, they're all amazing.![]()
That's fine.Revilution wrote: about the monsters i can't say much, i joined them with the source wad to prevent people to load the wad in the wrong sequence
Re: [WIP] Hunter's Moon (V1.5)
Edit:for not having trouble, i´m going to take off my comment, stronghold is amazing too, i just can´t play because the shitty computer =/Revilution wrote: The intro Scene of Hunter's Moon (a.k.a Titlemap):
- Zanieon
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Re: [WIP] Hunter's Moon (V1.6)
Version 1.6 released, folks
I introduced a new nice thing to the players characters.
The rest i put in first post, check it out
I introduced a new nice thing to the players characters.
The rest i put in first post, check it out

Re: [WIP] Hunter's Moon (V1.6)
you can reduce the size converting some wav sounds to ogg sounds
Re: [WIP] Hunter's Moon (V1.6)
It use a nice space for what it does, comparing to others doom 3 mods, 300mb vs 120/160mb is a nice use from what it does.
At least if ogg don´t take more intencive use of processor comparing to wav, you can use it =D
At least if ogg don´t take more intencive use of processor comparing to wav, you can use it =D
- Zanieon
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Re: [WIP] Hunter's Moon (V1.6)
even if i convert all .wav sounds to .ogg, we will have a reduce of what... 5 or 6MB? nobody cares for small differences like this when the mod have more than 100MB
but anyway, if you think this can accelerate your download when i update the mod, for me it's ok, so, next version all sounds will be in .ogg
but anyway, if you think this can accelerate your download when i update the mod, for me it's ok, so, next version all sounds will be in .ogg
Re: [WIP] Hunter's Moon (V1.6)
to me isn't a problem, is only to reduce size 

- ChronoSeth
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Re: [WIP] Hunter's Moon (V1.6)
It depends on the bitrate of the WAVs. If they are high bitrate, then converting to OGG can greatly reduce their size (by about 50%, in my experience).Revilution wrote:even if i convert all .wav sounds to .ogg, we will have a reduce of what... 5 or 6MB? nobody cares for small differences like this when the mod have more than 100MB
Then again, the difference won't be very significant if there aren't many sounds.
- Zanieon
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Re: [WIP] Hunter's Moon (V1.6)
considering the bitrate and frequency quality any format can be small or not
but well, .ogg in 22050KHz with 64kbps can be good without losing any quality
but well, .ogg in 22050KHz with 64kbps can be good without losing any quality