[WIP] Hunter's Moon V2.9.5

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Zeberpal
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[WIP] RE: Hunter's Moon 2.5.1

#61

Post by Zeberpal » Thu Sep 18, 2014 12:19 pm

Nice to see, that you keep working on it. Feels much alike SeriousSam. I would really like to play Q3 deathmatch on doom engine, since I never really was into Q3, due to community.
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Frits
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[WIP] RE: Hunter's Moon 2.5.1

#62

Post by Frits » Thu Sep 18, 2014 3:34 pm

If i didn't know better i would say that is quake 3. Awesome.

Code: Select all

Mode #grandvoid -o Konar6 by Frits
<Konar6> the fuck
<Konar6> who made this IRC
<Konar6> how is this possible

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[WIP] RE: Hunter's Moon 2.5.1

#63

Post by Espio » Thu Sep 18, 2014 4:47 pm

10/10 IGN

Still does not crash my computer.
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https://youtu.be/qbgpcemxVPA?t=8s "Get the fuck up."
https://www.mediafire.com/?kb7sf1nizgwvqsr My custom music wad for Doom I & II - 166 MEG WARNING

<Dark-Slayer>CorpseGr1nder, get a job
<Konar6>blow*

(09:58:54)<BlueCool>think of all the stuff i couldve done in thoes 5 second
(09:59:05)<BlueCool>1. bake cookies
(09:59:16)<BlueCool>2. eat cookies

Zanieon
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[WIP] RE: Hunter's Moon 2.5.1

#64

Post by Zanieon » Thu Sep 18, 2014 5:38 pm

Blarget2 wrote: I like how the tank has the same reload sound as the descent 3 mass driver.
It does intentionally, well, isn't a big surprise coming from a mod that uses Quake 3/4/Quake Wars and Doom 3 as base resource.
Zeberpal wrote: Nice to see, that you keep working on it. Feels much alike SeriousSam. I would really like to play Q3 deathmatch on doom engine, since I never really was into Q3, due to community.
I don't plan put somekind of Deathmatch into the mod due to Quake 3 itself do it alot better, but if i do, it is probably just to see how a Q3-DM style would be in Doom engine.
Espio wrote: 10/10 IGN
LOL
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[WIP] RE: Hunter's Moon 2.5.1

#65

Post by Blarget2 » Fri Sep 19, 2014 2:28 am

Someone should really make a Descent remake inside of doom.

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[WIP] RE: Hunter's Moon V2.5.2 (Zandronum Edit)

#66

Post by Zanieon » Wed Oct 08, 2014 12:48 pm

Little update to V2.5.2, this is for Zandronum only, and it is just to fix most issues that appears in multiplayer that i couldn't imagined that can happen due to different handling of multiplayer netcode of Zandronum (like the Shotgun pointblank vanishing monsters) and it also removes CVAR reading from ACS until Zandronum hold them properly, so, Medal Announcer can be heard again as the music theme of the vehicles too.
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[WIP] RE: Hunter's Moon V2.5.2 (Zandronum Edit)

#67

Post by Zanieon » Sat Dec 13, 2014 2:40 am

Just coming here to say that will not have any new release this year and after asked for opinions about re-rip monsters from Doom 3 in ZDoom forums, i started re-rip the monsters 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]Image[/spoiler]

Still, he will run, jump and don't have ranged attack as well.
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[WIP] RE: Hunter's Moon V2.5.2 (V2.6 Add-on Preview)

#68

Post by Zanieon » Tue Dec 23, 2014 1:48 pm

Well guys, 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 (Open)
Image

Preview of what sounds he will do in-game: Tamer of The Dark
Hope you guys enjoy ^^
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[WIP] RE: Hunter's Moon V2.6 coming soon (Monster Rework Done!)

#69

Post by Zanieon » Sat Jan 10, 2015 5:02 am

Updating first post with the video showing all the monsters reworked and the new ones, some of them are still subjected to change until the release of V2.6
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[WIP] RE: Hunter's Moon V2.6.4

#70

Post by Zanieon » Sat May 09, 2015 11:37 pm

After a loooooooooooong demand of updates inside Version 2.6.x in GZDoom due to bugfixes and new content additions, Version 2.6.3 now is being released for Zandronum.

EDIT: Little update to V2.6.4 to fix minimal issues which i never thought it could be so annoying in multiplayer.
Last edited by Zanieon on Thu May 14, 2015 5:03 pm, edited 1 time in total.

VxLonewolfxV
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[WIP] RE: Hunter's Moon V2.6.4

#71

Post by VxLonewolfxV » Tue May 26, 2015 3:22 am

there seems to be a problem with the red skull wen i try to open the red skull door it tells me that i still need it and on the hud it shows as a green key card any clues ?

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[WIP] RE: Hunter's Moon V2.6.4

#72

Post by Zanieon » Tue May 26, 2015 6:36 am

To show a Green Key, the supposed wad defined a new LOCKDEFS

Try always load the wad you are playing before this one (99% of gameplay wads works properly only if you make this), and you should the rid of the problem.
Last edited by Zanieon on Tue May 26, 2015 6:37 am, edited 1 time in total.
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[WIP] RE: Hunter's Moon V2.6.4

#73

Post by Slosumo » Tue May 26, 2015 9:18 am

This mod...amazing work. Glad to see it now working with zan

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[WIP] RE: Hunter's Moon V2.6.4

#74

Post by VxLonewolfxV » Tue May 26, 2015 3:23 pm

i loaded the megawad first and last and i still get the same problem T-T and i been working on it for so long just to play this mod so may changes to make it fit the monsters... awww man!
many* changes -.-
Last edited by VxLonewolfxV on Tue May 26, 2015 3:23 pm, edited 1 time in total.

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[WIP] RE: Hunter's Moon V2.6.4

#75

Post by Zanieon » Tue May 26, 2015 4:59 pm

Right, what wad are you trying play?

I'll try check this myself.
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[WIP] RE: Hunter's Moon V2.6.4 (Now on ModDB)

#76

Post by VxLonewolfxV » Tue Jun 09, 2015 6:21 am

im sorry i was away
got some problems with my pc but is been fixed now, anyway this is the megawad

http://www.mediafire.com/download/3nnf2 ... on19v4.pk3

there's a red skull door on the first map oh btw this are not my maps this is a compilation of some of my favorite doom 2 maps with some changes done by me to fit the original hunter's moon monster size and other stuff

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[WIP] RE: Hunter's Moon V2.6.4 (Now on ModDB)

#77

Post by Zanieon » Thu Jun 11, 2015 2:08 pm

Found the problem with the map:

Code: Select all

script 4 (void) //red key script
{
	if(checkinventory("RedSkull"))
This is the type of code which i always ask myself why people don't go to ZDoom Wiki to find this.

Theres nothing i can do from the side of the mod to fix this, the issue comes from the map's ACS, probably who did it isn't much experienced with scripting.
Last edited by Zanieon on Thu Jun 11, 2015 2:18 pm, edited 1 time in total.
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VxLonewolfxV
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[WIP] RE: Hunter's Moon V2.6.4 (Now on ModDB)

#78

Post by VxLonewolfxV » Thu Jun 11, 2015 4:47 pm

i see... well good to know there's nothing wrong with your mod btw best doom 2 mod ever and i mean it
i wish i have more exp scripting =/ thx a bunch man.

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[WIP] RE: Hunter's Moon V2.6.4 (Now on ModDB)

#79

Post by ibm5155 » Thu Jun 11, 2015 6:16 pm

//red key script

if(checkinventory("RedSkull"))

KEY IS DIFFERENT FROM SKULL!!!!!

for love of Icon of Sin, send some cubes for that mapper
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[WIP] RE: Hunter's Moon V2.6.4 (Now on ModDB)

#80

Post by Zanieon » Fri Jun 12, 2015 11:27 am

Well, if you are still looking for a solution i can fix the issues for you and see if i can pack all those wads in one (damn, so many for just 19 maps)
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