[WIP] Hunter's Moon V3.6.1 (QC Sorlag and couple more stuff)

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
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.
User avatar
Skelegant
Posts: 1436
Joined: Sun Aug 03, 2014 2:38 am
Preferred Pronouns: She/Her
Location: All over the walls and floor of E2M8

Re: [WIP] Hunter's Moon V2.6.5

Post by Skelegant »

Heh, I can see why you're not happy with how those turned out anymore, but done right it looks fine. I guess you have some height/mass equation for making them now?
User avatar
Zanieon
Posts: 2059
Joined: Tue Jan 13, 2009 4:13 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Somewhere in the future
Contact:

Re: [WIP] Hunter's Moon V2.6.5

Post by Zanieon »

Kinda around this plus the visual and anatomy of the monster and the shape of the feet, if you noticed, all of them are digitigrade or unguligrade, plantigrades doesn't fit well for almost everything i met, except for the Amans in Tera, and ah theres one person in the world which have this, as a genetic problem of course.
User avatar
Skelegant
Posts: 1436
Joined: Sun Aug 03, 2014 2:38 am
Preferred Pronouns: She/Her
Location: All over the walls and floor of E2M8

Re: [WIP] Hunter's Moon V2.6.5

Post by Skelegant »

Ah, true.
User avatar
Zanieon
Posts: 2059
Joined: Tue Jan 13, 2009 4:13 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Somewhere in the future
Contact:

Re: [WIP] Hunter's Moon V2.6.5

Post by Zanieon »

Well since created The Tamer of The Dark, i commonly play with him on Blender just for fun but recently i'm thinking in take some renders of the other monsters as well, mainly for visual art of Hunter's Moon.
User avatar
Skelegant
Posts: 1436
Joined: Sun Aug 03, 2014 2:38 am
Preferred Pronouns: She/Her
Location: All over the walls and floor of E2M8

Re: [WIP] Hunter's Moon V2.6.5

Post by Skelegant »

He's a good example of the big leg thing done properly :D He's the kind of thing I used to have nightmares of as a kid (which would explain my fascination with giant monsters XD)
Just noticed a potential bug in the weapons, when you run out of ammo for the lighting gun while firing, it still makes the whirring sound after it's switched out.
User avatar
Zanieon
Posts: 2059
Joined: Tue Jan 13, 2009 4:13 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Somewhere in the future
Contact:

Re: [WIP] Hunter's Moon V2.6.5

Post by Zanieon »

mazmon wrote:He's a good example of the big leg thing done properly :D
As Tyzen is too :P
mazmon wrote:Just noticed a potential bug in the weapons, when you run out of ammo for the lighting gun while firing, it still makes the whirring sound after it's switched out.
I already fixed it in V2.6.6 for Zandronum 1.2, happened on 2.6.5 when i was testing it on Zandronum 3.0.
User avatar
Skelegant
Posts: 1436
Joined: Sun Aug 03, 2014 2:38 am
Preferred Pronouns: She/Her
Location: All over the walls and floor of E2M8

Re: [WIP] Hunter's Moon V2.6.5

Post by Skelegant »

Ah, so that's what that one looks like :D I'd only seen it from behind.
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff
Contact:

Re: [WIP] Hunter's Moon V2.6.5

Post by DoomKrakken »

Hey, Rev... ever thought of making a "Hunter's Moon Lite" mod? Basically a stripped-down version that has all the resources that are missing from your maps/other mods.

I was actually able to play Guncaster on your beta map, fully through. All that's missing, I guess, are some sounds/textures/decorations/other aesthetic stuff that are exclusive to Hunter's Moon (for example, the jump-pads: in HM, there's a texture signifying it's there, some kind of light/flame to confirm it, and a very satisfying explosion sound when it launches you, at least from what I've seen... anyway, the map seems to be missing those, but they're there when Hunter's Moon is run with it). If there was a "Hunter's Moon Lite" mod, then all of that could be filled in.
User avatar
Zanieon
Posts: 2059
Joined: Tue Jan 13, 2009 4:13 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Somewhere in the future
Contact:

Re: [WIP] Hunter's Moon V2.6.5

Post by Zanieon »

:|

If i was going do a "Lite" version, it would be the same Lite as all other mods that have this too. just weapons and effects, you really don't give up trying play maps which aren't designated for any mod eh.

Look dude, i may do something like this in the future, but not for now, as long as you keep asking me for compatibility with other mods, you are not-intentionally offending me for all the other work i have on the mod (monsters, weapons, characters, effects), and as a counter-reaction, this makes me enrage a bit the same way as if you asked me for brutal doom compatibility.
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff
Contact:

Re: [WIP] Hunter's Moon V2.6.5

Post by DoomKrakken »

I'm sorry.

P.S.: Actually, Brutal Doom Lite has monsters and effects, rather than weapons and effects.

P.P.S.: Some songs seem to be missing from the Hunter's Moon Music Mod you compiled... also, do you have a tracklist with names of what's in the music mod?
User avatar
Zanieon
Posts: 2059
Joined: Tue Jan 13, 2009 4:13 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Somewhere in the future
Contact:

Re: [WIP] Hunter's Moon V2.6.5

Post by Zanieon »

The music pack works for the musics with the same name lumps of Doom 2, i never tested on Plutonia or TNT, all the musics there is from Quake 2 and it's expansions, there are some from Quake 3 itself but some of those are from a album that Sonic Mayhem did for homage but never was introduced into the game, the name of the album is Quake III Arena Noize.
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff
Contact:

Re: [WIP] Hunter's Moon V2.6.5

Post by DoomKrakken »

I know they had the same lumps... but I'm saying it's incomplete. MAP28 to MAP32 plus Intermission screen, message screen, and title screen musics aren't even there. I was able to remedy this by taking some of the music included in Hunter's Moon and putting it in the mod.
User avatar
Zanieon
Posts: 2059
Joined: Tue Jan 13, 2009 4:13 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Somewhere in the future
Contact:

Re: [WIP] Hunter's Moon V2.6.5

Post by Zanieon »

Works for me, MAP31 and MAP32 doesn't have intentionally because that was secret levels with Wolfenstein theme, as you noticed the mod doesn't even replace the Nazis too (this isn't on my plans), Title Music and Intermission music are defined in the mod itself internally, are you sure you are loading the mod in the proper sequence?

It is always the wad to be played, then Hunter's Moon itself and then the music pack.

If you are trying mix something that contains a MAPINFO with a gameinfo section and loading it after HM, so there are your problem, the mod actually uses this section to define those musics.
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff
Contact:

Re: [WIP] Hunter's Moon V2.6.5

Post by DoomKrakken »

No, that wasn't the problem. As I've stated before, I was able to take some music from Hunter's Moon itself and fill in the rest of the missing files.

Alright, another question... where did the wireframe vehicles come from? I can't find any game that has them.
User avatar
Zanieon
Posts: 2059
Joined: Tue Jan 13, 2009 4:13 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Somewhere in the future
Contact:

Re: [WIP] Hunter's Moon V2.6.5

Post by Zanieon »

You are a lay about Quake series eh? lol.

Cyclops comes from Enemy Territory: Quake Wars as well the Sound of the Orbital Elemental Deconstruction Beacon.

GEV Hovertank is from Quake 4, which i'm impressed that you don't played it yet, it is the best Quake with a storyline about the war against the Stroggs IMO.
Post Reply

Return to “TCs, Full Games, and Other Projects”