[WIP] Hunter's Moon V3.6.1 (QC Sorlag and couple more stuff)

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Zanieon
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Re: [WIP] Hunter's Moon V2.5.1

Post by Zanieon »

Freaklore1 wrote:If i remember correctly Quake 3 Arena did have 3d modeled faces for the hud right ?
Yeah it have, however, i cannot use them due to GZDoom don't have a proper support to use Models in SBARINFO, Weapons in HUD have models because actually they are still physical actors unlike Status Bar that is just text.

Dude, if i was supposed to make the characters faces in HUD using 3D Models as in Q3's HUD, i already would have done this a long time ago.
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Zanieon
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Re: [HALF-REWORK] Hunter's Moon V2.5.1

Post by Zanieon »

Alright, after the new OpenGL system implemented in the newer GZDoom versions, i will do a rework in all monsters that the mod have for now for optimizations and size compress, this includes in redesign Baron of Hell, which as meant to be a literal "kickass" enemy, but i'm thinking in not limit monsters to the original ones as actually, so i'm coming here to ask if i should take into account the Doom 3 Resurrection of Evil monsters too, so what you think people?
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Jack Mackerel
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Re: [HALF-REWORK] Hunter's Moon V2.5.1

Post by Jack Mackerel »

Please do!
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-Ghost-
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Re: [HALF-REWORK] Hunter's Moon V2.5.1

Post by -Ghost- »

Sounds good, I don't think there's really that many more to add with RoE anyway, right? The Vulgar, lost soul variant if you count those, the 3 bosses.
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Devianteist
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Re: [HALF-REWORK] Hunter's Moon V2.5.1

Post by Devianteist »

Just found this mod, and my mind has melted from how fun it is (had to use the less gore addon; crashed my computer cause this thing can't seem to handle any of that).

Bring me some RoE enemies. DOOM 3 may not have been a great game, but it sure as hell had some awesome creature designs. Well, except the Revenant, Lost Soul and Archvile. I feel like they could have been better (but that's for a different thread).
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MetroidJunkie
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Re: [HALF-REWORK] Hunter's Moon V2.5.1

Post by MetroidJunkie »

I love how well you managed to imitate the bump map look with the baked in textures, especially the floors. At first glance, it's easy to mistake it for real pixel shading.
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Zanieon
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Re: [HALF-REWORK] Hunter's Moon V2.5.1

Post by Zanieon »

-Ghost- wrote:Sounds good, I don't think there's really that many more to add with RoE anyway, right? The Vulgar, lost soul variant if you count those, the 3 bosses.
Yeah, the Lost Soul which resembles more the classic one is already in the mod as you know, Bruiser too, so yeah is just get the Vulgar and the Hunters.
MetroidJunkie wrote:I love how well you managed to imitate the bump map look with the baked in textures, especially the floors. At first glance, it's easy to mistake it for real pixel shading.
Floors?, well if you mean the textures used in the map they aren't baked, they are simply as they are in Quake 3 and the lightning of the map is realtime lightning, done with actual dynamic lights present there as usual.

Btw i came here to say that will not have any new release this year and that i started the monsters re-rip with Hellknight, Cyberdemon and Baron of Hell, i started with them because they are the only ones which i will do the animations completely on my own to fit more on the mod, Baron changed in many aspects now, first thing is that he will not be a kind of evolution from Hellknight anymore, second that i downsized his legs/feet, changed feet to hooves, and finally instead of going away kicking everyone, he will cut you with a axe, his design actually is this one:
Spoiler:
Still, he will run, jump and don't have ranged attack as well.
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MetroidJunkie
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Re: [HALF-REWORK] Hunter's Moon V2.5.1

Post by MetroidJunkie »

Revilution wrote: Floors?, well if you mean the textures used in the map they aren't baked, they are simply as they are in Quake 3 and the lightning of the map is realtime lightning, done with actual dynamic lights present there as usual.
Well, I meant how the floor textures appeared to have bump maps due to how they're edited, guess ID deserves the credit on that one. XD
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Zanieon
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Re: [WIP] Hunter's Moon V2.5.1 (V2.6 Add-on preview)

Post by Zanieon »

Well guys, as i said before, it will not have any new release this year, however i still have a Christmas Gift.

I'm releasing this little "DLC" containing the new Hellknight, Baron of Hell and Cyberdemon from Version 2.6: http://www.mediafire.com/download/80uaf ... review.pk3

The one which had less change in behavior and damage is Cyberdemon, however Hellknight and Baron are renewed, especially Baron that now matches the same size of Hellknight and with this, Baron don't stuck in 99% of the times he appears in the maps, still, the Baron follows the Quake 3 rule of acrobatic jumps as Cyberdemon does now.

Well i don't know certainly why i made this meter but i made this image to make comparisons of these monsters plus one that will appear in the next version (fkin Spoilerz!):
Spoiler: It's a bit huge image
Hope you guys enjoy ^^
P.S: The add-on is not compatible with the actual oldschool resizer add-on, the resizer add-on will be updated only accordingly with the versions of the mod.
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Enjay
 
 
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Re: [WIP] Hunter's Moon V2.5.1 (V2.6 Add-on preview)

Post by Enjay »

I wonder why the larger Doom3 enemies seem so "leg heavy"? It's most obvious with the cyberdemon. If you look at his feet and lower legs, thay are probably bigger than his torso. My guess is that id were going for a sort of "force perspective" kind of effect. When viewed from the height of the player, the big lower parts and the (relatively) small upper parts (head etc) might give the illusion of the enemy being even taller than it is.

Anyway, thanks for the update and your continued work on this mod.
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Zanieon
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Re: [WIP] Hunter's Moon V2.5.1 (V2.6 Add-on preview)

Post by Zanieon »

Enjay wrote:I wonder why the larger Doom3 enemies seem so "leg heavy"? It's most obvious with the cyberdemon. If you look at his feet and lower legs, thay are probably bigger than his torso. My guess is that id were going for a sort of "force perspective" kind of effect. When viewed from the height of the player, the big lower parts and the (relatively) small upper parts (head etc) might give the illusion of the enemy being even taller than it is.

Anyway, thanks for the update and your continued work on this mod.
Waht? No dude, this forced perspective to make them look taller was made by me, i scaled the legs purposely for this effect, on the early Hellknight you can notice the difference and i toned down this effect for the new Baron, on Cyberdemon for me, he still looks nice even with this effect applied, however Baron doesn't (and i can't even remember what i was thinking when i made him besides a run'n'kick enemy) since i changed his melee attacks, especially now that he have a Axe, on this image you can see the difference betwee the original Cyberdemon and the one in the mod:
Spoiler:
The main purpose wasn't even make them look taller with this, my main goal was make them with a "mod certification" so, if someone gets them to use in their mods instead of ripping them directly from their respective games i will know because those edits shows me when the guy tried rip them or just moved the content out of my mod, of course i didn't do this with the most of the monsters, but only the ones which i had a dedicated work on editing them and making custom animations.

Also thanks for playing it, i'll not stop this until i finish everything i plan, which is kinda far yet.
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Enjay
 
 
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Re: [WIP] Hunter's Moon V2.5.1 (V2.6 Add-on preview)

Post by Enjay »

Ah! OK, thanks for the clarification. I did wonder why I'd never really noticed the effect when playing in Doom3 itself. :lol:
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Zanieon
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Re: [WIP] Hunter's Moon V2.5.1 (V2.6 Add-on preview)

Post by Zanieon »

Btw, maybe on January will have V2.6 Release, the progress on monster re-ripping is going kinda fast and depending on my father's mood, prolly i'll not travel then, so i can spend my whole vacation in developing the mod.

By my count, there will be 9 new enemies: Trite, Maggot, Wraith, Vulgar, Vagary, Helltime, Berserk, Invuln and Tamer of The Dark.
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Zanieon
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Re: [WIP] Hunter's Moon V2.5.1 (Monster rework list in 1st p

Post by Zanieon »

Updating first post with a progress list of the rework of the monsters for who want follow the progress, it updates accordingly with the job done in a monster.
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Zanieon
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Re: [WIP] Hunter's Moon V2.5.1 (Monster rework list in 1st p

Post by Zanieon »

Actual beastiary completely renewed, now the monsters uses only a single model for all animation sets and uses all frames of it instead of a model for each animation set and skipping each 2 frames, their textures got reworked too (this optimization removed 16MB of useless stuff from the mod)

This way they call more frequently A_Chase and suddently makes them more aggresive, most of them already tries shot at you just by seeing the border of your hitbox between the edge of some walls.

Bruiser now shots plasma balls instead of the same fireballs as Mancubus, this make more resemblance to Arachnotron, since i couldn't find a better replacement for it, also those plasma balls travels faster than the mancubus fireballs, both Bruiser and Mancubus recieved melee attacks if the player tries come too close to them.

Imp and Pinky recieved animations for air-standing, since players pushes them alot to the air with their explosive weapons.

Pain Elemental is a greater motherf*cker now, because he will make you know the meaning of "SPAM" word.

The Lost Soul returned to the original of Doom 3 instead of the Forgotten One of Doom 3 Resurrection of Evil (the RoE version might be more friendly look with the classic lost soul but the original in Doom 3 is more scary).

Asmodeus did not recieved any new rework since i couldn't find her model in any place, the link in the only video where i downloaded her when i started the monsters now is dead, and looks like have 6 years that ChupaReaper don't login here or in any other place that i noticed he have a account (YouTube and DRD Team forums).


Now is just go ahead taking the 9 new monsters to the mod, but now theres another question:

Should i include them in Random Spawners for certain monsters?
If yes, then say what you think it would be fine.
Nobody answered so i'll assume of make them be randomized.

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