[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 2.0 (Supermassive Update coming soon

Post by Zanieon »

Well, i think this 6 months without any release was good, the upcoming version have a giant changelog as long new features.

I'll post a video when i'm 90% done with the all new stuff.
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LucasGodzilla
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Re: [WIP] Hunter's Moon 2.0 (Supermassive Update coming soon

Post by LucasGodzilla »

I think Revilution should consider a less gory version of this mo. I think it's ridiculous that one shot on a monster and blood splatters the size of a WALL paint he ceiling and floors. It'd be better if he made an addon for Hunter's Moon that reduces the blood, or at least remove the huge blood decals I mentioned. :|
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arthurdecastro
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Re: [WIP] Hunter's Moon 2.0 (Supermassive Update coming soon

Post by arthurdecastro »

LucasGodzilla wrote:I think Revilution should consider a less gory version of this mo. I think it's ridiculous that one shot on a monster and blood splatters the size of a WALL paint he ceiling and floors. It'd be better if he made an addon for Hunter's Moon that reduces the blood, or at least remove the huge blood decals I mentioned. :|

HM >>>> Quake 3 on Doom >>>> Quake 3 Gore e.e



EDIT: You can use the classic gore if you want a reduced gore....
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Zenon
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Re: [WIP] Hunter's Moon 2.0 (Supermassive Update coming soon

Post by Zenon »

Its really good, as far as I've played

Though I cheated to test out all the weapons, the only thing I can say about this is Excellent, Impressive, Excellent, Impressive, Excellent, Impressive, Excellent, Impressive
diegomula
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Re: [WIP] Hunter's Moon 2.0 (Supermassive Update coming soon

Post by diegomula »

Cyberdemon2006 wrote: Though I cheated to test out all the weapons, the only thing I can say about this is Excellent, Impressive, Excellent, Impressive, Excellent, Impressive, Excellent, Impressive
You can try it, typing 'give weapons' in the console...

BTW, hello Cynertron... Nice notice about the update, but I have a question for you...

Too many players are asking me in my videos of your mod, if it is compatible with other monster packs and stuff... I always have to say nope, because your mod includes monsters, weapons, music and maps (coming soon)... so, there's the question.

is posible that your mod can be separated in different wads??, like [HM-Monsters.wad] [HM-Weapons.wad] [HM-Maps.wad] [HM-Music.wad]...

That allows to play with different mods and maps and have fun mixing all mods, like huntersmoonv0.9.pk3 version... It's just an idea...

Bye!! and keep working on it, it's a very nice mod after all...
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Zanieon
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Re: [WIP] Hunter's Moon 2.0 (Supermassive Update coming soon

Post by Zanieon »

LucasGodzilla wrote:I think Revilution should consider a less gory version of this mo. I think it's ridiculous that one shot on a monster and blood splatters the size of a WALL paint he ceiling and floors. It'd be better if he made an addon for Hunter's Moon that reduces the blood, or at least remove the huge blood decals I mentioned. :|
Classic Gore add-on will solve your problem, since it reduces drastically the effects of gore.
Cyberdemon2006 wrote:Though I cheated to test out all the weapons, the only thing I can say about this is Excellent, Impressive, Excellent, Impressive, Excellent, Impressive, Excellent, Impressive
I left this bug itentionally, exactly to not give "all" things of the mod, since it will not really give everything from it.
Still if you want see all weapons, try use Give Weapons as diegomula said.
diegomula wrote: BTW, hello Cynertron... Nice notice about the update, but I have a question for you...

Too many players are asking me in my videos of your mod, if it is compatible with other monster packs and stuff... I always have to say nope, because your mod includes monsters, weapons, music and maps (coming soon)... so, there's the question.

is posible that your mod can be separated in different wads??, like [HM-Monsters.wad] [HM-Weapons.wad] [HM-Maps.wad] [HM-Music.wad]...

That allows to play with different mods and maps and have fun mixing all mods, like huntersmoonv0.9.pk3 version... It's just an idea...

Bye!! and keep working on it, it's a very nice mod after all...
I saw your videos these last months, i noticed most of them want the monsters without the other stuff, but unfortunately, as any other heavy mod of weapons, have a customization for everything and most of them makes the style of the mod in a conjuction, but also, the map will be separated because that thing, have almost the same weight of the mod itself.

At least, i updated the first post with what is coming with the new version.
diegomula
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Re: [WIP] Hunter's Moon 2.0 (Supermassive Update coming soon

Post by diegomula »

Revilution wrote:At least, i updated the first post with what is coming with the new version.
WOW!! I see your new update stuff, and it's very very cool... Is there a release date? Or not yet?

PD: If you can, don't forget to update the OldSchoolReziser, for the giant vehicles...
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Zanieon
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Re: [WIP] Hunter's Moon 2.0 (Supermassive Update coming soon

Post by Zanieon »

diegomula wrote:WOW!! I see your new update stuff, and it's very very cool... Is there a release date? Or not yet?

PD: If you can, don't forget to update the OldSchoolReziser, for the giant vehicles...
There is your release date, there some things i changed in first post to keep it updated.

Now i'm almost done with this version, just needing finish aside stuff, but before i restart my work in the official mappack, there will be another version after this, and can or not take so long to release as this version did.

Getting complete to release the V2.5, i'll post a trailer, this is GZDoom-directed version, so the Zandronum version will delay more to release because there many things that i added here that uses G/ZDoom lastest features.

Also, the Add-Ons will be updated accordingly with the mod, i'm including Walker from Quake 4 exactly to compensate the parts of maps that Cyclops can help and his size doesn't permit, but well, at least now he can crouch.
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Valherran
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Re: [WIP] Hunter's Moon 2.0 (V2.5 coming out in December 10)

Post by Valherran »

I hope in the next release that you enable self damage from explosives, and reduce the abundance of Rocket Launcher ammo. I could beat the entire game on any map set and never run out of rockets, ammo as a whole should probably have their drop rate reduced, but rocket ammo is definitely up there. :lol:
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Zanieon
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Re: [WIP] Hunter's Moon 2.0 (V2.5 coming out in December 10)

Post by Zanieon »

I disabled the Versus Mode just to update the player-monsters animations and their actors in decorate, but the self splash damage will remain inactive because that, since Versus mode need Teamdamage set to 1 to work properly, one friendly player can kill other if i turn the splash damage on, making the game more a Deathmatch like than a cooperative in Left 4 Dead style.

Anyway the last of the new 4 skills, reduce all your pickups by half, Ammo, Armor and Health and increase the monsters health in 25%, get more agressiveness and will not enter in pain state, making impossible a Chaingunner, Mancubus or a Bruiser stop their attacks.
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Valherran
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Re: [WIP] Hunter's Moon 2.0 (V2.5 coming out in December 10)

Post by Valherran »

Revilution wrote:I disabled the Versus Mode just to update the player-monsters animations and their actors in decorate, but the self splash damage will remain inactive because that, since Versus mode need Teamdamage set to 1 to work properly, one friendly player can kill other if i turn the splash damage on, making the game more a Deathmatch like than a cooperative in Left 4 Dead style.

Anyway the last of the new 4 skills, reduce all your pickups by half, Ammo, Armor and Health and increase the monsters health in 25%, get more agressiveness and will not enter in pain state, making impossible a Chaingunner, Mancubus or a Bruiser stop their attacks.
Ohhh, so the self damage from explosives being disabled was intentional, I thought it was a bug, alright then.

Those difficulties sound good too, cus the game was too easy as it is. :lol:
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Zanieon
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Re: [WIP] Hunter's Moon 2.0 (V2.5 coming out in December 10)

Post by Zanieon »

Before V1.9, self splash damage was just disabled because i liked in this way and if it was on, it will not have the same feeling of Quake 3 that players always gives priority to Rocket Launcher but instead, they will go use more Shotgun or Railgun that does a good damage but isn't the 'protagonist' of the Weaponry.

After V1.9, with Versus mode, i decided give a reason of why the self damage is disabled, and there is.

Btw, i just planned 4 difficulties because Hunter's Moon in a whole have a simple gameplay style, so it's one for beginners, one normal, other more hard and the final that is for who really knows the mod.
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Zanieon
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Re: [WIP] Hunter's Moon 2.0 (V2.5 coming out in December 10)

Post by Zanieon »

Not recorded by me, and not even posted in my channel (i'm having problems with my soundcard when i try record videos) i asked to a friend do it, anyway it shows me playing with this friend, was recorded from his vision.



The commentary is in portuguese because it's just random subjects along with the gameplay, but if someone wants subtitles, i do.

Also, for who get my Movement Recognition resource, this video shows it in action.
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Espilonarge
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Re: [WIP] Hunter's Moon 2.0 (V2.5 coming out in December 10)

Post by Espilonarge »

I remember when I used to just play DooM "as is" with no mods so many years ago, and then I see mods and projects like this and say to myself "Damn has DooM come a long way!"

Can't wait for v2.5 to be released. :D
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Hareton
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Re: [WIP] Hunter's Moon 2.0 (V2.5 coming out in December 10)

Post by Hareton »

What's with these full screen effects of weapons, are you trying to give us rave experience? Remove them.
I'm looking forward to actual maps, and I hope they will non linear like original Doom or Quake 1&2.

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