Untitled Hunting Mod Revived
RE: Untitled Hunting Mod Revived
That death sprite is a bit too ... mauled, for a trophy hunting game. I think we should edit the gore out.
- CloudFlash
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RE: Untitled Hunting Mod Revived
It depends on your gun. Seeing that Doom has mostly shotguns and chainguns, I'd even say that bear isn't gored enough. Or Doomguy was merciful enough to not shot the face.
https://i.imgflip.com/i5tpe.jpg
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
- Powergloveninja
- New User
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RE: Untitled Hunting Mod Revived
Hehe...Same thing I thought when uploading. I can edit the gore out.kaypee wrote: That death sprite is a bit too ... mauled, for a trophy hunting game. I think we should edit the gore out.
EDIT:Less blood one now available!
Last edited by Powergloveninja on Mon Sep 09, 2013 12:14 am, edited 1 time in total.
RE: Untitled Hunting Mod Revived
As I stated in the original thread, the weapons would be typical of hunting. It's supposed to be a bit of a simulator, although of all the original Doom elements we might keep for novelty, the Doom weapons are just too unfitting.CloudFlash wrote: It depends on your gun. Seeing that Doom has mostly shotguns and chainguns, I'd even say that bear isn't gored enough. Or Doomguy was merciful enough to not shot the face.
Last edited by kaypee on Mon Sep 09, 2013 7:58 am, edited 1 time in total.
RE: Untitled Hunting Mod Revived
A version 3 is up, have a changelog, a download link and a necrobump in the same package!
Download link for r3
Please share your thoughts on the changes, what you think should be added and how it all should work!
The more you tell me, the more I have to work with and the faster the development can progress!
(Literally tell me everything you think, it all gives me more to work with, and maybe you tell me something that noone thought I needed to know!)
Download link for r3
Spoiler: changelog (Open)
Please share your thoughts on the changes, what you think should be added and how it all should work!
The more you tell me, the more I have to work with and the faster the development can progress!
(Literally tell me everything you think, it all gives me more to work with, and maybe you tell me something that noone thought I needed to know!)
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there
RE: Untitled Hunting Mod Revived
Execution could not continue.Lollipop wrote: A version 3 is up, have a changelog, a download link and a necrobump in the same package!
Download link for r3
Spoiler: changelog (Open)
Please share your thoughts on the changes, what you think should be added and how it all should work!
The more you tell me, the more I have to work with and the faster the development can progress!
(Literally tell me everything you think, it all gives me more to work with, and maybe you tell me something that noone thought I needed to know!)
Script error, "HUNT_r3.pk3:actors/animals/bear" line 26:
Sprite names must be exactly 4 characters
Sorry, I haven't toyed with Zandronum for so bloody long, is this error supposed to show up? It won't run.
RE: Untitled Hunting Mod Revived
I dunno just where that ended up happening, but for some reason I managed to get a / in the code somehow, I quickly fixed it 2 mins ago and should be fixed with a redownload :)
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there
RE: Untitled Hunting Mod Revived
I redownloaded from that same link, but the error still appears. :^(
RE: Untitled Hunting Mod Revived
Fun fact, it was a different error in the same file. (note to myself: always doubblecheck the file right before upload!)
A new redownload should work (yeah, you heard that one before), though it is different this time, because I actually tested it before I just said good
A new redownload should work (yeah, you heard that one before), though it is different this time, because I actually tested it before I just said good

Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there
-
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RE: Untitled Hunting Mod Revived
When I load the mod, it just loads up regular doom, not the hunting mod map like the original wad does, any help?
EDIT: I do get the hunting shotgun but not the map. I've tried loading on various different IWAD's and still nothing.
EDIT: I do get the hunting shotgun but not the map. I've tried loading on various different IWAD's and still nothing.
Last edited by (Medic)Smoke_Weed on Sun Jun 08, 2014 1:46 am, edited 1 time in total.
RE: Untitled Hunting Mod Revived
It uses a custom map marker name, called hunt01, if you changemap to that it will work. I will put on my list of shit to get done that I must provide the pk3 with a lump telling it to load that map be default. (I currently do not remember the lumps name)
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there
RE: Untitled Hunting Mod Revived
It's looking promising, keep it up Lollipop :)
I never thought you could get the fleeing AI to finally work, would you mind explaining how you did?
I've noticed the movement speed has been reduced, but I think the running speed is still so fast that it spoils the scale of the map. If we allow the player to move at the speed of a deer fleeing for its life, the player can't appreciate the broadness of the map. Also currently, the player can effortlessly run from a bear.
I know you've yet to add running stamina, but I reckon the running speed itself should be lowered.
Again, keep it up. Super grateful that you're still working on it :)
I never thought you could get the fleeing AI to finally work, would you mind explaining how you did?
I've noticed the movement speed has been reduced, but I think the running speed is still so fast that it spoils the scale of the map. If we allow the player to move at the speed of a deer fleeing for its life, the player can't appreciate the broadness of the map. Also currently, the player can effortlessly run from a bear.
I know you've yet to add running stamina, but I reckon the running speed itself should be lowered.
Again, keep it up. Super grateful that you're still working on it :)
Last edited by kaypee on Wed Jun 18, 2014 2:19 am, edited 1 time in total.
- Combinebobnt
- Retired Staff / Community Team Member
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RE: Untitled Hunting Mod Revived
This mod has a minor problem in software
[spoiler]
[/spoiler]
[spoiler]


- StrikerMan780
- Forum Regular
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RE: Untitled Hunting Mod Revived
If you need sprites for animals, how about Redneck Deer Huntin'? (From the Redneck Rampage Series)
RE: Untitled Hunting Mod Revived
Thank you guys for all the replies! :D
I have finally gotten summer vacation (and top grade in biology BTW, so I might be a bit hyper right now), which means I will have a lot of time on my hands for all the things I will be doing in the future!
@Kaypee I know I have a lot of things to tweak here, there is a very hard-fine (a danish term BTW) balance, at which it is it still feels like a doom game, and you are not running up a train, which I have to test way further (as in speaking of at least a few hours of finding the exact correct balance), as to which I also have to find a way as to which I can also implement a running mechanic with stamina, which should be where you actually feel like a doom player (the current speed is still a bit too fast to be this speed).
Actually, I have never seen the big problem with the AI, all I had to do was to make it react to the players direct interaction with it and make the deer aware of players in the line of sight and dimensions of the area around them in which they can hear them (and also the players direct interaction with them (hint: shotgun :P)), which is all done in the A_LooxEx and the pain state :)
I greatly appreciate your advice on this, as you are the original creator of this project, and the rightful "ruler" :)
@Bob I have never actually tested it in software, it must be the way the skybox is handled, it might be that an OGL only feature have been used that is not rendered in the software renderer. I will look into it.
@Striker The main focus of the mod right now is to make it actually work
, currently there are many core functionalities that can be done way better (I should dig further into how the deer works to find a more appropiate way to make the bear, it currently behaves rather spastically :P), and I also lack many core functionalities (which I have to research to find out what are in real life, I guess I am going to google buck calls someday :)).
I do appreciate the suggestion though, I will surely take a look at it at some point to find out what I can get from it :)
I have finally gotten summer vacation (and top grade in biology BTW, so I might be a bit hyper right now), which means I will have a lot of time on my hands for all the things I will be doing in the future!
@Kaypee I know I have a lot of things to tweak here, there is a very hard-fine (a danish term BTW) balance, at which it is it still feels like a doom game, and you are not running up a train, which I have to test way further (as in speaking of at least a few hours of finding the exact correct balance), as to which I also have to find a way as to which I can also implement a running mechanic with stamina, which should be where you actually feel like a doom player (the current speed is still a bit too fast to be this speed).
Actually, I have never seen the big problem with the AI, all I had to do was to make it react to the players direct interaction with it and make the deer aware of players in the line of sight and dimensions of the area around them in which they can hear them (and also the players direct interaction with them (hint: shotgun :P)), which is all done in the A_LooxEx and the pain state :)
I greatly appreciate your advice on this, as you are the original creator of this project, and the rightful "ruler" :)
@Bob I have never actually tested it in software, it must be the way the skybox is handled, it might be that an OGL only feature have been used that is not rendered in the software renderer. I will look into it.
@Striker The main focus of the mod right now is to make it actually work

I do appreciate the suggestion though, I will surely take a look at it at some point to find out what I can get from it :)
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there