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

Posted: Sat Nov 19, 2011 12:01 pm
by Gothic
this is an amazing mod! good rival to brutal doom or project MSX

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

Posted: Sat Nov 19, 2011 12:06 pm
by Tapwave
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

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

Posted: Sat Nov 19, 2011 12:32 pm
by Zombieguy
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).

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

Posted: Sat Nov 19, 2011 12:41 pm
by Zanieon
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

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

Posted: Sat Nov 19, 2011 12:44 pm
by Tapwave
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.

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

Posted: Sat Nov 19, 2011 12:56 pm
by Zanieon
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).

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

Posted: Sat Nov 19, 2011 4:34 pm
by Zombieguy
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.

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

Posted: Wed Nov 23, 2011 6:01 pm
by ibm5155
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 =/

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

Posted: Thu Dec 01, 2011 10:42 am
by Zanieon
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:

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

Posted: Fri Dec 02, 2011 3:53 pm
by Gothic
you can reduce the size converting some wav sounds to ogg sounds

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

Posted: Fri Dec 02, 2011 4:24 pm
by ibm5155
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

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

Posted: Fri Dec 02, 2011 5:15 pm
by Zanieon
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

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

Posted: Fri Dec 02, 2011 6:35 pm
by Gothic
to me isn't a problem, is only to reduce size :)

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

Posted: Fri Dec 02, 2011 7:10 pm
by ChronoSeth
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.

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

Posted: Fri Dec 02, 2011 8:11 pm
by Zanieon
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