[WIP] Hunter's Moon V3.6 (New movement and vehicle!)

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Re: [WIP] Hunter's Moon (V1.5)

Postby Gothic » Sat Nov 19, 2011 12:01 pm

this is an amazing mod! good rival to brutal doom or project MSX
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Re: [WIP] Hunter's Moon (V1.5)

Postby Tapwave » Sat Nov 19, 2011 12:06 pm

Gothic wrote:this is an amazing mod! good rival to brutal doom or project MSX

You do realize that this is mostly a port of Q3/4 weapons
like uh
you can't compare that with BD and MSX since that's totally not the same kind of stuff
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Re: [WIP] Hunter's Moon (V1.5)

Postby Zombieguy » Sat Nov 19, 2011 12:32 pm

terranova wrote:
Gothic wrote:this is an amazing mod! good rival to brutal doom or project MSX

You do realize that this is mostly a port of Q3/4 weapons
like uh
you can't compare that with BD and MSX since that's totally not the same kind of stuff

Of course you can, they're all amazing. ;)
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)

Thanks! this version fixed the problem (kinda wish I could play without the 3D monsters though).
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Re: [WIP] Hunter's Moon (V1.5)

Postby Zanieon » Sat Nov 19, 2011 12:41 pm

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
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Re: [WIP] Hunter's Moon (V1.5)

Postby Tapwave » Sat Nov 19, 2011 12:44 pm

Zombieguy wrote:
terranova wrote:
Gothic wrote:this is an amazing mod! good rival to brutal doom or project MSX

You do realize that this is mostly a port of Q3/4 weapons
like uh
you can't compare that with BD and MSX since that's totally not the same kind of stuff

Of course you can, they're all amazing. ;)


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.
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Re: [WIP] Hunter's Moon (V1.5)

Postby Zanieon » Sat Nov 19, 2011 12:56 pm

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).
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Re: [WIP] Hunter's Moon (V1.5)

Postby Zombieguy » Sat Nov 19, 2011 4:34 pm

terranova wrote:
Zombieguy wrote:Of course you can, they're all amazing. ;)


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.

I understood what you meant.

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

That's fine.
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Re: [WIP] Hunter's Moon (V1.5)

Postby ibm5155 » Wed Nov 23, 2011 6:01 pm

Revilution wrote:The intro Scene of Hunter's Moon (a.k.a Titlemap):


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 =/
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Re: [WIP] Hunter's Moon (V1.6)

Postby Zanieon » Thu Dec 01, 2011 10:42 am

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 :wink:
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Re: [WIP] Hunter's Moon (V1.6)

Postby Gothic » Fri Dec 02, 2011 3:53 pm

you can reduce the size converting some wav sounds to ogg sounds
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Re: [WIP] Hunter's Moon (V1.6)

Postby ibm5155 » Fri Dec 02, 2011 4:24 pm

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
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Re: [WIP] Hunter's Moon (V1.6)

Postby Zanieon » Fri Dec 02, 2011 5:15 pm

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
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Re: [WIP] Hunter's Moon (V1.6)

Postby Gothic » Fri Dec 02, 2011 6:35 pm

to me isn't a problem, is only to reduce size :)
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Re: [WIP] Hunter's Moon (V1.6)

Postby ChronoSeth » Fri Dec 02, 2011 7:10 pm

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

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).

Then again, the difference won't be very significant if there aren't many sounds.
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Re: [WIP] Hunter's Moon (V1.6)

Postby Zanieon » Fri Dec 02, 2011 8:11 pm

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
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