[WIP] Hunter's Moon V2.9.3 (Age of Abilities)

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Re: [WIP] Hunter's Moon V2.9.3 (Age of Abilities)

Postby Marisa Kirisame » Mon Dec 04, 2017 7:22 am

OK, I need to know some things first. I want to see the output of your glxinfo, and also I need to know the distribution you're using.

Also, what renderer are you using? Is it OpenGL or one of the software renderers? (because those have confirmed issues with transparency in models).
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Re: [WIP] Hunter's Moon V2.9.3 (Age of Abilities)

Postby phantombeta » Mon Dec 04, 2017 7:27 am

Actually, before doing anything, test with GZDoom 3.2.3. The first version with that Mesa OpenGL profile selection fix is 3.2.2.
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Re: [WIP] Hunter's Moon V2.9.3 (Age of Abilities)

Postby q3cpma » Mon Dec 04, 2017 2:02 pm

It works perfectly with 3.2.3, must have been this. Thanks for the help, I totally forgot that core profile thing.
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Re: [WIP] Hunter's Moon V2.9.3 (Age of Abilities)

Postby SoundOfDarkness » Mon Dec 04, 2017 2:10 pm

And here's the annoying Zandronum guy again...

How long until the Zandro version?
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Re: [WIP] Hunter's Moon V2.9.3 (Age of Abilities)

Postby Zanieon » Mon Dec 04, 2017 4:10 pm

Hmm so seems there was really an issue with GZDoom in the older versions, i wonder how many people don't know that GZD 3.2.3 fixes that issue since i see many sticking to 3.2.1.

SoundOfDarkness wrote:And here's the annoying Zandronum guy again...

How long until the Zandro version?


I wouldn't consider annoying, almost nobody is posting in the thread all that much already, maybe because the mod is already 7 years old :P

Anyways, as i said in ModDB, for each 2 Versions of GZDoom that is released, one will be ported to Zandronum (or at least i have to try), 2.9.1 was the first, this one i will try to bring it during this week, then only in 2.9.5 things will come up again for Zandro.
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Re: [WIP] Hunter's Moon V2.9.3 (Age of Abilities)

Postby phantombeta » Mon Dec 04, 2017 6:39 pm

since i see many sticking to 3.2.1.

3.2.3 was released yesterday and 3.2.2 was released on Saturday*, so there hasn't been enough time for everyone to update to it... :wink:

*3.2.3 was released right after 3.2.2 because it lacked some important things. In fact, I believe 3.2.2 compilation was broken on Linux and macOS.
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Re: [WIP] Hunter's Moon V2.9.3 (Age of Abilities)

Postby BFG » Wed Dec 06, 2017 3:01 am

love this mod! have you ever thought of doing a standalone doom3 monster pack?
Also I noticed another mod (total chaos) used 3D models and they adjusted the turn speed of the enemies so that the models don't turn so quickly as if they were sprites. I know it is possible and would improve your mod greatly, especially for bigger monsters.
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Re: [WIP] Hunter's Moon V2.9.3 (Age of Abilities)

Postby Zanieon » Wed Dec 06, 2017 12:01 pm

Recently, yes i have been thinking in release some of the monsters as separate resources, specially now that i'm mixing them a bit between Doom 3 and Doom 2016.

As for Total Chaos, well that mod works under its own tricky codes to work the way it does, i'm not sure if they migrated their code to ZScript already but at any case i don't think they allow to use their resources, and even so probably for the way the thing was done there for its specific maps with few enemies only, probably would impact performance on this mod due to it work in regular maps and if you pick a slaughterfest map, boom there goes your FPS.

I always try to keep the code of the mod minimalistic and efficient for what it does, probably that is the only reason this mod works in potato computers when playing vanilla maps for the quality it have.
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Re: [WIP] Hunter's Moon V2.9.3 (Age of Abilities)

Postby Naniyue » Thu Dec 07, 2017 2:27 am

I did wonder about efficient coding, since I can run this mod with vanilla maps on my potato machine.

I second the release of standalone 3D models, as all those I've been able to find so far are very old and outdated, or just don't seem to work at all.
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Re: [WIP] Hunter's Moon V2.9.3 (Age of Abilities)

Postby D3athStalker » Sun Dec 10, 2017 6:02 pm

I have a few suggestions for special moves for some characters:

Sarge: Summon a fleet of bombardment drones with a v-pattern flying forwards dropping bombs.
Anarki: Dark Railgun with infinite ammo for 20 seconds.
Slash: Double speed and double jump for 20 seconds.
Xaero: Spawn a yin-yang symbol to the ground where you get health regeneration, armor regeneration and double damage which lasts 30 seconds.
Uriel: Simply the powerup in Pankiller where you're able to destroy everything by clicking fire button and everything becomes black and white.
Hunter: Summon a phoenix that assists player by setting enemies on fire (good lock finding the model for that).
Bones: Resurrect enemies near you which later fight for you.
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Re: [WIP] Hunter's Moon V2.9.3 (Age of Abilities)

Postby Zanieon » Sun Dec 10, 2017 6:47 pm

Oh yeah i was waiting for people to give ideas for abilities, and you gave interesting ones.

But well, i already have plans for Anarki, Slash and Uriel, as well Crash for the next version, now for those other ones definetely is something to i think about, with exception of Bones one that is not possible due the way i coded the monsters death state, everything else can be done.
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