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

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

Post by Gothic »

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

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

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

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

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

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

Post 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.
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ibm5155
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Re: [WIP] Hunter's Moon (V1.5)

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

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

Post by Gothic »

you can reduce the size converting some wav sounds to ogg sounds
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ibm5155
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Re: [WIP] Hunter's Moon (V1.6)

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

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

Post by Gothic »

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

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

Post 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

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