10 March 2016, 22:26 | #121 |
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06 October 2017, 17:58 | #122 |
\m/
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Any progress since then?
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07 October 2017, 20:11 | #123 |
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I have recently thought about working on it again, in fact. But still, I have so many projects going that I can't devote much time to Hunter at the moment. I would love to complete this someday. Upon starting a new game, you would be able to generate a random map with parameters such as water level, mountain heights, vehicle and building density etc. all configurable by the player. The resulting map would be visible immediately and if you like the output then you could start your mission, which would also be semi-randomized akin to the Hunter game mode from the original, with a series of objectives to be met, from talking to NPCs to blowing up enemy structures to delivering vehicles and so on. Basically, something that offers a lot of replayability so oyu can always jump into a game and complete it withing a few hours, offering a different experience every time.
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18 January 2018, 11:54 | #124 | |
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Quote:
The paper I used is too thick for this scale but it's all they had at the store so I just went with it. (The car is about the size of a box of matches) |
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18 January 2018, 12:02 | #125 |
Puttymoon inhabitant
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Nice. Now back to Hired Guns...
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18 April 2019, 01:15 | #126 |
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I spent the last two days exploring the whole "Hunter" mission map because I want to continue this project as it seems like the one that has nothing that could block the developing progress.
Some things I found (some have already been covered in the interview with Paul Holmes):
I made screenshots of all objects in the game so I can accurately remodel them, although in the case of the small animals, some imagination is required as they are often just a bunch of pixels. |
20 April 2019, 16:51 | #127 |
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WOw, I just stumbled over here because I was wondering if there is an HUNTER remake out anywhere and YAY. I hope to test it soon. I saw a youtube video and the models look great so far. ust the walking animation is a bit sketchy. I think most of the effect in earlier days came from the audio effects (the water, the animals and the vehicles ) and the wheather turing darker and lighter. Would be great to add this too. I remember playing this a kid and it was really nice - the first open world game that I know.
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20 April 2019, 20:25 | #128 |
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Yeah, the character animation will be improved with proper cycles for strafing and whatnot. The day&night cycle is already there
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25 April 2019, 08:45 | #129 |
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26 April 2019, 19:54 | #130 |
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I am currently working on a Hunter TC for GZDoom and it's coming along great so far.
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07 May 2019, 16:27 | #131 |
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Here is a video of my Hunter total conversion for GZdoom (Doom port).
[ Show youtube player ] |
07 May 2019, 16:32 | #132 |
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This is really impressive, great work!
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07 May 2019, 17:31 | #133 |
cheeky scoundrel
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07 May 2019, 17:38 | #134 |
Autistic 'n IRN!
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07 May 2019, 17:52 | #135 |
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GZDoom is a very advanced source port of the idTech1 (Doom) engine which supports animated models and most importantly, a scripting language similar to C which allows users to completely change the game logic. There have even been Golf and Bowling simulators created for the engine.
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07 May 2019, 18:23 | #136 |
Autistic 'n IRN!
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Any chance of releasing a current version into the wild?
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07 May 2019, 20:03 | #137 |
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Which version? The GZDoom TC or the Unity project?
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07 May 2019, 20:07 | #138 |
Autistic 'n IRN!
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GDZDoom
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07 May 2019, 20:15 | #139 |
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I will think about it
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07 May 2019, 20:17 | #140 |
Autistic 'n IRN!
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#ChangeChernosMind
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