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Old 10 March 2016, 22:26   #121
Cherno
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Originally Posted by AJCopland View Post
Has there been any more progress on this? It's really great seeing it again.

Because of the style it doesn't seem to have aged terribly badly.
No Progress. I'm currently concentrating on other projects.
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Old 06 October 2017, 17:58   #122
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Any progress since then?
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Old 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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Old 18 January 2018, 11:54   #124
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Now that you mention it, it would be fun to recreate the models as cardboard models using different colored paper Maybe once I get a new printer I will build some I think Mr. Holmes did an amazing job creating these models which have very few details yet are instantly recognizeable as tanks etc. It really shows the talent an artist has if he has to work within those constraints and still achieve the goal.
Well, I did it

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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Old 18 January 2018, 12:02   #125
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Nice. Now back to Hired Guns...
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Old 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):
  • There is a single cow which seems to flee from the player like ducks and rabbits do
  • Speaking of wich, there are two buildings which have a bunch of rabbits and ducks in them, respectively.
  • Sometimes, small animals like seagulls and vultures get stuck on buildings (even while flying). Going near any small animal which is stuck will result in a "you can't carry any more ducks/seagulls/...".
  • The Green Monk living in his tree stump ("Welcome to my abode my friend")
  • One building contains a "Lazer Stack" (easter egg I presume?)
  • The submarine (actually just it's periscope). It wasn't moving, though.
  • Tripmines (I never knew about those things before).

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.
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Old 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.
 
Old 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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Old 25 April 2019, 08:45   #129
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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

cool. How far is the process now? Do you have a beta online already? with missions?



cheers,
P
 
Old 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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Old 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 ]
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Old 07 May 2019, 16:32   #132
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This is really impressive, great work!
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Old 07 May 2019, 17:31   #133
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Here is a video of my Hunter total conversion for GZdoom (Doom port).
That looks so unlike Doom I'd not believe it if I just ran into the video by myself. How on earth did you manage that.
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Old 07 May 2019, 17:38   #134
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Old 07 May 2019, 17:52   #135
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Originally Posted by gimbal View Post
That looks so unlike Doom I'd not believe it if I just ran into the video by myself. How on earth did you manage that.
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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Old 07 May 2019, 18:23   #136
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Any chance of releasing a current version into the wild?
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Old 07 May 2019, 20:03   #137
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Which version? The GZDoom TC or the Unity project?
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Old 07 May 2019, 20:07   #138
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GDZDoom
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Old 07 May 2019, 20:15   #139
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I will think about it
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Old 07 May 2019, 20:17   #140
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#ChangeChernosMind
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