[WIP] Hunter's Moon V3.6.1 (QC Sorlag and couple more stuff)
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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.
- Zanieon
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Re: [WIP] Hunter's Moon V2.5 (Recovered)
Surely it is.
And this time i will give the so expected map pack even if i don't finish the maps in the correct time, they will be public-beta development.
And this time i will give the so expected map pack even if i don't finish the maps in the correct time, they will be public-beta development.
Re: [WIP] Hunter's Moon V2.5 (Recovered)
That's excellent news mate!
- Zanieon
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Re: [WIP] Hunter's Moon V2.5.1
Updating to 2.5.1 with fixed Shotgun and to give me time to begin upload all resources to Github and Mediafire.
- Nems
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Re: [WIP] Hunter's Moon V2.5.1
So glad to hear you were able to recover your stuff and resume this. (: I'll have to give 2.5.1 a spin when I have more time.
- Zanieon
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Re: [WIP] Hunter's Moon V2.5.1
The actual ACS have a mismatch in the item that makes the movement script recognizes when the player are dead, prolly when i updated the mod's movement script to the one i published here it caused this, so i am providing this small fix for it until another version comes out.
- Zanieon
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Re: [WIP] Hunter's Moon V2.5.1
To fulfill my promise, this time i'm doing the map first to then continue working on the main content, i finished this "part" of the corridor (yes it's a monstruous giant corridor) some minutes ago and took 6 hours to made:
Spoiler:
Re: [WIP] Hunter's Moon V2.5.1
Impressive. Most impressive.
It's not often you see something that big in a Doom map while still staying visually interesting and believable. Very nice.
On an entirely different point, a while back, you ripped the little Doom3 sentry bot model for me and converted it to the MD3 format. I don't suppose you still have that do you? Much like you, I had some hard drive problems and that was one of the victims.
It's not often you see something that big in a Doom map while still staying visually interesting and believable. Very nice.
On an entirely different point, a while back, you ripped the little Doom3 sentry bot model for me and converted it to the MD3 format. I don't suppose you still have that do you? Much like you, I had some hard drive problems and that was one of the victims.
- Zanieon
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Re: [WIP] Hunter's Moon V2.5.1
Well, actually i'm trying make the Temple looks like a really big and treacherous place while it have lots of armies of hell on it, but also some Alliance ship will appear of course, i didn't used that Quake 4 ships models only to make that old Introduction video.
And i also sent you the sentry via PM, when i recovered my folder, i recovered everything really, since is the only folder that i put everything necessary for Doom modding.
And i also sent you the sentry via PM, when i recovered my folder, i recovered everything really, since is the only folder that i put everything necessary for Doom modding.
Re: [WIP] Hunter's Moon V2.5.1
PM received. Much appreciated. 
Re: [WIP] Hunter's Moon V2.5.1
Oh wow that is one massive hall. I imagine there will be Serious Sam-style wave encounters!?
- YukiHerz
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Re: [WIP] Hunter's Moon V2.5.1
Dunno why, but this one feels like q3dm1 (Arena Gate) and many other maps using similar textures, hunter's moon is one of my favs, no complaints, i just wish my computer loaded it fasterRevilution wrote:To fulfill my promise, this time i'm doing the map first to then continue working on the main content, i finished this "part" of the corridor (yes it's a monstruous giant corridor) some minutes ago and took 6 hours to made:
Spoiler:
- Ed the Bat
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Re: [WIP] Hunter's Moon V2.5.1
Perhaps that could be helped just slightly if all of the resources from the .wad contained inside the .pk3 were sorted neatly like the rest of the lumps.HazeBandicoot wrote:i just wish my computer loaded it faster
- Zanieon
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Re: [WIP] Hunter's Moon V2.5.1
It's a Dungeon (yea acts exactly as any MMO Dungeon).Nash wrote:Oh wow that is one massive hall. I imagine there will be Serious Sam-style wave encounters!?
I don't even thought in Q3DM1 when i was making this, i was just mapping that listening the music that i will use on it.HazeBandicoot wrote:Dunno why, but this one feels like q3dm1 (Arena Gate) and many other maps using similar textures, hunter's moon is one of my favs, no complaints, i just wish my computer loaded it faster
Depends on where he got problem to load the mod, if is after start a new game, then it is the model textures which reaches 1024px easily and that for not so great video cards is a pain in the ass.Ed the Bat wrote:Perhaps that could be helped just slightly if all of the resources from the .wad contained inside the .pk3 were sorted neatly like the rest of the lumps.HazeBandicoot wrote:i just wish my computer loaded it faster
If the problem is when the engine starts so i have to agree with you but i don't think on this because on this wad file have only the main "essence" of the mod, contains only all necessary player/vehicle codes and sounds for them, also the menu/intermission/vehicles music, which doesn't take so long to the engine loads.
- Zanieon
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Re: [WIP] Hunter's Moon V2.5.1
As i said, it is a giant fukin corridor:
Spoiler:



