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

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Re: [WIP] Hunter's Moon 2.0 (V2.5 coming out in December 10)

Postby Yutrzenika » Mon Dec 09, 2013 7:52 pm

I just realized V2.5 is out tomorrow, I am excited.
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Re: [WIP] Hunter's Moon V2.5

Postby Zanieon » Tue Dec 10, 2013 9:43 am

V2.5 is out, somethings aren't included in this version as i told before, because i really didn't had time to add them, but now i will keep the updates in shorter time, this just delayed so much for a total internal review, bugfixes and code improvement.
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Re: [WIP] Hunter's Moon V2.5

Postby Triple S » Tue Dec 10, 2013 2:31 pm

Revilution wrote:V2.5 is out, somethings aren't included in this version as i told before, because i really didn't had time to add them, but now i will keep the updates in shorter time, this just delayed so much for a total internal review, bugfixes and code improvement.


Gonna need a 2.5.1, though - already found one nasty bug. Try point-blanking an enemy with the shotgun. If you gib them, suddenly your shotgun has no ammo.

EDIT: Further testing shows that it actually drains exactly 20 shells.

EDIT2: Actually, any point-blank shot drains 20 shells exactly. I'm starting to wonder if it's intentional, because I'm wondering how that can be a bug.
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Re: [WIP] Hunter's Moon V2.5

Postby Zanieon » Tue Dec 10, 2013 3:47 pm

i'll that for the 2.6, i did so many things that some bugs passed straight, while i or someone finds more bugs i'll fix them for 2.6

Yea it drains 20 shells because the vision pulse code, each Bullet Tracer fired with this effect counts as one ammo used, didn't noticed this in the tests i played, anyway, fixing this for 2.6.

Lucky that Shotgun isn't the principal weapon used in the mod.
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Re: [WIP] Hunter's Moon V2.5

Postby SigFloyd » Tue Dec 10, 2013 11:09 pm

I've always wondered what the deal was with Quake 3's machine gun. Was it supposed to be a drill at one point? Is it some kind of rotating heat sink?
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Re: [WIP] Hunter's Moon V2.5

Postby Zanieon » Thu Dec 12, 2013 4:46 pm

I though the machinegun is intentional to be a drill-like, you can even see blood in the end of the barrel, meaning that was really used as a drill to kill enemies.

Personally i think id created machinegun to be a dual function gun, but then they leaved the melee weapon to gauntlet.
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Re: [WIP] Hunter's Moon V2.5

Postby Jack Mackerel » Thu Dec 12, 2013 5:18 pm

Just a question, why are Sorlaag and Klesk so big?
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Re: [WIP] Hunter's Moon V2.5

Postby leileilol » Thu Dec 12, 2013 6:05 pm

Revilution wrote:I though the machinegun is intentional to be a drill-like, you can even see blood in the end of the barrel, meaning that was really used as a drill to kill enemies.

Personally i think id created machinegun to be a dual function gun, but then they leaved the melee weapon to gauntlet.


The machinegun did not spin until version 1.09. The gauntlet used to be a chainsaw early on (1.01) though

The blood is just grim decoration.
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Re: [WIP] Hunter's Moon V2.5

Postby Zanieon » Fri Dec 13, 2013 3:44 pm

leileilol wrote:The machinegun did not spin until version 1.09. The gauntlet used to be a chainsaw early on (1.01) though

The blood is just grim decoration.


So, there is the correct answer for SigFloyd.

Jack Mackerel wrote:Just a question, why are Sorlaag and Klesk so big?


the lastest characters in the list have a stair-effect in the sizes: Nakiel > Tyzen > Sorlag > TankJr > Uriel > Klesk > All others.

i made Klesk and Uriel bigger because i prefer apply MIB's size ideology than the normal that is applied for games (every creature have to be of the same size, or the least the one that the player controls).

but for the 4 lastest, all of them are a kinda Tanks, they have a natural heavy armor.

For Tyzen i am elaborating a story for him of how he came to the mod's universe and why he stood so big instead of be a normal Krall (something involving his Titan Mutator and the Temple's magic).

Nakiel is still simple with a single size and nothing special due the fact i couldn't finish his small version within the time release for V2.5 (i had problems in animating the fingers of his new hands).
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Re: [DISCONTINUED] Hunter's Moon V2.5

Postby Zanieon » Sat Jan 25, 2014 8:47 pm

For who liked this, today i had one of the probably baddest days in my life.

My HDD simply get a problem in information-read method (first i got a BSoD while i was playing and then simply it changed the read-method from IDE to RAID), causing my Windows to get a constant BSoD every time it tries to initialize but that wast the worst thing, it came later, with so many tries and reboots, the partition of my HDD simply vanished dunno why (ok at this point i get very sad), and now anything that i can say is...

I lost everything i had before, my resources, sound libraries, textures, models, ACS scripts, most part i can recover from the internet, in exception of sound, models and ACS, which i particulary had only in my computer, now that i dont have them i cannot keep the project because i do not own the resources anymore.

So i`m coming here just to warn i will not keep any new project that i was developing (that counts for the freezed Akzos City, and new Doom Reinforced).
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Re: [DISCONTINUED] Hunter's Moon V2.5

Postby Valherran » Sat Jan 25, 2014 10:13 pm

Backups, backups, backups! I always keep my stuff backed up on 3 drives for random occurrences like that.
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Re: [DISCONTINUED] Hunter's Moon V2.5

Postby Zanieon » Sat Jan 25, 2014 11:01 pm

i used to make it too, but with the actual computer i have only one HD (always had at least 2 which the second always was for mass storage and where i always saved my personal files) and this time the problem caught me off guard, and only for that i lost everything.

Well, there nothing that can be done now, everything i had is lost, i didn't planned in touch on this pc anymore because it is basic, so nothing that i can do much about upgrades, but after this i have to buy a extra HD to save my new works.
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Re: [DISCONTINUED] Hunter's Moon V2.5

Postby Pedro vc » Sun Jan 26, 2014 8:21 am

You can always try Recuva or other file recover software.
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Re: [WIP] Hunter's Moon V2.5 (Recovered)

Postby Zanieon » Sat Apr 19, 2014 10:27 pm

Valherran wrote:Backups, backups, backups! I always keep my stuff backed up on 3 drives for random occurrences like that.


Yes, BACKUPS!

Fortunately i found a fuckin backup in my mother's notebook (long story why i found it here), what i can say is, i made it basically my secondary HD as i told b4, but i forget completely about this until now, since i'm using it right now to write this post (i'm a "bit" far from my computer).

The point is, i just need repair some stuff that i recovered from here because they are a bit older than the date i released 2.5 (the date of this stuff is around 2.2 - 2.3 versions)

Every day in each of these 3 months i thought in a way to recover all my content back, well, all i can say now is, i recovered completely everything i lost to give continuation to all my actual announced projects (so yea, this incude all Doom Reinforced spin-offs and DRCore itself).

3D Models, Sounds, ACS Scripts, Sprites, Textures, the map pack itself, EVERYTHING IS BACK NOW, thanks to the organization methods that i use in my PC (i put everything i use for modding and stuff of the kind in a single folder and this same folder i found in my mother's notebook, so everything is here, untouched and ready to continue what i started).

Prolly in Tuesday i back to home, and when i touch in my computer again i will give a continuation for this mod and all others i was working on.

Also i'm thinking in make this thing partially open-source (consider this "partially" only the models), because after this "accident" i'll start develop it using a cloud storage service as a backup (dunno if it will be Dropbox or Mediafire).
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Re: [WIP] Hunter's Moon V2.5 (Recovered)

Postby Yutrzenika » Sat Apr 19, 2014 10:40 pm

Oh man that's really good to hear. I really like Hunter's Moon, and I was so bummed to hear about you losing everything, glad it's all back.
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