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H.U.N.T.E.R. Mod of the Year edition v2.0

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CrackSmokingWarlock
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Post  JoyJoyfulRabbit Mon May 25, 2015 5:19 pm

I tried to open RAR but it said that "Is either in unknown format or damaged" or just my computer need something. (other RARs like old version of HUNTER was fine)
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Post  DarkThief Mon May 25, 2015 7:03 pm

Don Vecta wrote:BTW, are you all aware you CAN grab the grenades and throw them away? I'm sure this might make things lot easier for you, guys.

Not when there's 6 of them with short intervals between each one, and with a ton of mobs looking for the one-hit knockdown off the edge. Wink

(even without the bombs it's still very unlikely you'll avoid a life loss unless you're Max)
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Post  Karma Mon May 25, 2015 7:48 pm

Yeah, chucking bombs back at baddies is one of my favorite things to do. I didn't get the chance though.
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Post  Don Vecta Wed May 27, 2015 6:02 am

Karma wrote:Yeah, chucking bombs back at baddies is one of my favorite things to do.   I didn't get the chance though.

Yeah, actually the strategy is to throw the grenades away. And make the mooks get blown by it, so... yeah, grab them and toss 'em away.

I'll take away the wind effect to make it easier and reduce health in the mooks.

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Post  graylandertagger Thu May 28, 2015 5:26 am

Karma wrote:
A lot of people are saying that Cold Case is too hard.  I will say that I always play on Mania, I rarely have to use a continue, and Cold Case is the first mod ever to make me use two.  That being said.... Step Your Game Up, people! Razz  Cold Case's storyline reflects the fact that it SHOULD be freaking hard.  HUNTER is now taking on what is essentially a Colombian drug cartel.  Tons of money.  Access to military grade weapons and mercs.  Political connections in all the shadowy little corners of the system.  No morals.  Absolutely ruthless.  The Syndicate was just a local outfit in Wood Oak city.  Los Equis is not, they're the big leagues.  More money, more soldiers, better training, ect.  Besides, nowhere in Cold Case are there any of The Most Annoying Enemy Ever, the jetpack guys.

For a Colombian drug cartel, one thing I found to be quite odd was the lack of Mr.X machine gunners since Los Equis is supposed to have access to military grade weaponry. I know that no mods have featured Mr.X as a regular enemy, but I think that it would fit quite well here in the next update. What do you think?
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Post  Don Vecta Thu May 28, 2015 12:07 pm

graylandertagger wrote:
Karma wrote:
A lot of people are saying that Cold Case is too hard.  I will say that I always play on Mania, I rarely have to use a continue, and Cold Case is the first mod ever to make me use two.  That being said.... Step Your Game Up, people! Razz  Cold Case's storyline reflects the fact that it SHOULD be freaking hard.  HUNTER is now taking on what is essentially a Colombian drug cartel.  Tons of money.  Access to military grade weapons and mercs.  Political connections in all the shadowy little corners of the system.  No morals.  Absolutely ruthless.  The Syndicate was just a local outfit in Wood Oak city.  Los Equis is not, they're the big leagues.  More money, more soldiers, better training, ect.  Besides, nowhere in Cold Case are there any of The Most Annoying Enemy Ever, the jetpack guys.

For a Colombian drug cartel, one thing I found to be quite odd was the lack of Mr.X machine gunners since Los Equis is supposed to have access to military grade weaponry.  I know that no mods have featured Mr.X as a regular enemy, but I think that it would fit quite well here in the next update.  What do you think?  

They're Mexican (or Aztlanese, the equivalent of Mexican in this universe). Rolling Eyes

And for the guns, well...I have to play only with what I have in hand. This ain't OpenBOR to edit my own enemies (I wish I could), but there are thugs with weapons, if you happen to play the "escort" path.

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Post  graylandertagger Fri Jun 05, 2015 2:47 am

Don Vecta wrote:
graylandertagger wrote:
Karma wrote:
A lot of people are saying that Cold Case is too hard.  I will say that I always play on Mania, I rarely have to use a continue, and Cold Case is the first mod ever to make me use two.  That being said.... Step Your Game Up, people! Razz  Cold Case's storyline reflects the fact that it SHOULD be freaking hard.  HUNTER is now taking on what is essentially a Colombian drug cartel.  Tons of money.  Access to military grade weapons and mercs.  Political connections in all the shadowy little corners of the system.  No morals.  Absolutely ruthless.  The Syndicate was just a local outfit in Wood Oak city.  Los Equis is not, they're the big leagues.  More money, more soldiers, better training, ect.  Besides, nowhere in Cold Case are there any of The Most Annoying Enemy Ever, the jetpack guys.

For a Colombian drug cartel, one thing I found to be quite odd was the lack of Mr.X machine gunners since Los Equis is supposed to have access to military grade weaponry.  I know that no mods have featured Mr.X as a regular enemy, but I think that it would fit quite well here in the next update.  What do you think?  

They're Mexican (or Aztlanese, the equivalent of Mexican in this universe). Rolling Eyes

And for the guns, well...I have to play only with what I have in hand. This ain't OpenBOR to edit my own enemies (I wish I could), but there are thugs with weapons, if you happen to play the "escort" path.

I just thought that using Mr.X as a regular enemy would fit quite well here considering that such an idea has never been used in SORmaker. Of course if you do use Mr.X as a regular enemy, your going to have to reduce the number of enemies to balance the difficulty out.

If you are interested in making Mr.X as a common enemy in the next update, I can make a pallete that removes his tie and pants his shirt and face black to make it look like he's wearing a ski mask. I can also do the same with the SOR3 handgunners.
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Post  Malvorne Mon Jun 15, 2015 2:14 pm

Hey Don Vecta, huge fan of your mods and huge SOR fan. First time posting and I just have a question. I use cheats from shop when playing with my wife (shes not that good) and I also use the SOR3 pause delay. I noticed that in the previous mod version, my cheats and settings worked fine, but when I downloaded this new MOTY version, it always uses the default SORR settings and no cheats. What can I do to change this?

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Post  Saven Mon Jun 15, 2015 4:42 pm

Malvorne wrote:Hey Don Vecta, huge fan of your mods and huge SOR fan. First time posting and I just have a question. I use cheats from shop when playing with my wife (shes not that good) and I also use the SOR3 pause delay. I noticed that in the previous mod version, my cheats and settings worked fine, but when I downloaded this new MOTY version, it always uses the default SORR settings and no cheats. What can I do to change this?

There is a save file in the mod's folder that is changing this, you can delete this and it will stop changing the settings on your game. Just remember to make a backup of that save file, because I think that is the way that the mod was intended to be played. Smile
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Post  Don Vecta Tue Jun 16, 2015 7:02 pm

Saven wrote:
Malvorne wrote:Hey Don Vecta, huge fan of your mods and huge SOR fan. First time posting and I just have a question. I use cheats from shop when playing with my wife (shes not that good) and I also use the SOR3 pause delay. I noticed that in the previous mod version, my cheats and settings worked fine, but when I downloaded this new MOTY version, it always uses the default SORR settings and no cheats. What can I do to change this?

There is a save file in the mod's folder that is changing this, you can delete this and it will stop changing the settings on your game. Just remember to make a backup of that save file, because I think that is the way that the mod was intended to be played. Smile

Yup, that pretty much it. Thank you for playing. Hope you enjoy it more. Smile

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Post  Don Vecta Wed Jun 17, 2015 5:46 pm

Double post FOR A BETTER JUSTICE!

Look what I've found out while roaming on YouTube...


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Post  BigDarsh Thu Jun 18, 2015 2:45 am

Amazing, he has made a playlist with the best mods out there !
https://www.youtube.com/playlist?list=PL46D4C188121C7800

I'll feedback about your mod as soon as I have finish every route Don Vecta, but for what can I say, it is really great update visually speaking.

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Post  Don Vecta Fri Jun 19, 2015 8:24 pm

And he released a run of the DLC Cold Quest for Peace.



Was able to find some errors I forgot that will be patched in the next edition.

EDIT: Here's the second route, this time, using my palettes.



...did I mention this is, for me, my favorite route and the best music selection I considered? I really put so much love on this route and paid too much attention to small details and hidden bonus stuff. Hope you all enjoyed it.

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Post  BigDarsh Tue Aug 11, 2015 1:43 pm

H.U.N.T.E.R. Mod of the Year edition v2.0 - Page 3 821570huntergb
Gamebreaker here. Mona is stuck in her rolling jump state. Don't know if it is a random gamebreaker or not.

PS: I love the new visuals for this mod.

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"Back in our day, even real life didn't have graphics this good.
Back in our day, you had one sound effect for 20 things, and you came to love that sound effect.
Back in our day... Streets of Rage - the Classic - the Original - was the best damn game out there."

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Post  BigDarsh Wed Sep 16, 2015 10:18 pm

Sorry for double posting, finally going through all the route/dlc and I want to make a bit of criticism. Other than the difficulty of the last dlc (which is quite tough even on very hard, which is my "standard difficulty) I think there is a problem of pace/rythm in this extension. It's very clear when you do all the runs using the same difficulty, and in playing them in the order the mod offer them.

Spoiler:

The difficulty increase each time, but the pace is progressive, and the flow between plots and fight is really consistant. It's very close to Adam Story and Nightsweeper up to Cold Case.

Cold case seems very action pack and seems to drag long though it is not this long. It's like a vegas drug path on steroid. I don't know what you will do if you update the Cold Case part of the mod but I think it will be very hard to fix the pace. Regarding the difficulty, it's up to you to make it easier or not. Some battles are very tough and I know you know that they are. Nothing stupid here so it's really up to you to tone down those or not.

To conclude : hunter + dlc is gorgeous. The visual and the music are eye-ear-candy, the character developpement for characters such as Elle or Ash is just neat. The plot is great for giving consistancies to the whole experience, even though I'm not to fond of dark mature subject (just my taste). Lots of work and this mod deserves praise since to me: it's the new canon of streets of rage (along with adam story and nightsweeper). Now it's time to try the updated Adam Story.

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Post  Don Vecta Thu Sep 17, 2015 7:30 am

Nice, thanks a lot for the feedback, Darsh. I always expect solid and honest feedback from dedicated players who can appreciate the hard work.

Well, yes, probably I escalated a bit in difficulty and length in CCFP as I consider it the grand finale of the whole mod (think of it as a TV season, more or less), so it was designed to be the hardest of them all and tying a few loose ends in the plot, revealing the true enemy, which, somehow, is tied in almost all the cases of the team. Twisted Evil  The length and structure of the two paths (which happen to lead to the same ending as these events are happening at the same time from a coordinated team A/team B action) are also longer compared with the previous cases, once again, to highlight the weight in the story, despite being just a "simple bodyguard job". In the end, the characters uncovered the rock and lots of nasty things crawled out under it. Nasty things that were plotting all the way in. Razz

Design wise is like this: Rescue Team has a lot of scenes but less enemy waves while the Protection Team has lot less scenes, but more powerful enemies.

Anyways, I'll wait for more feedback, if I see more suggestions whether the DLC is too hardcore or draggy and should be toned down (even in lower difficulties), I'll do a difficulty patch.

As for the bugs, certainly I'll check them out, many things would be improved as well.

Thank you once again for the input.

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Post  Pantha35 Wed Sep 23, 2015 10:24 pm

Hi there. I'm new to this community, but I've been playing some of the mods that you guys have been creating for about a year or so now. I've played an earlier version of this particular mod with no problem, but when I start it now, I can't read the dialogue. There are no borders or portraits at all. I just wanted to know how I could fix this so I could play this incredible mod and enjoy it fully. I have enjoyed all of the mods that I've played so far from WSE, and I would really like to dig into this one again and with the additional mission that I couldn't play before. Any help would definitely be appreciated. And I do have gameplay videos on my youtube channel, it's GVGINU (though I will be changing that name in the near future). I can't post links yet, otherwise I would have put in here.

Thanks again for any help, it might just be something simple that I'm missing.

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Post  BigDarsh Wed Sep 23, 2015 11:27 pm

Welcome to the community Pantha35 ! I went to your youtube channel and I'm glad you've made so many footages from great mods such as Rushing Beat, Cadillac & Dinosaurs or Rescue Metro City. I share the link for you.

https://www.youtube.com/user/GVGINU/videos

Pantha35 wrote: I've played an earlier version of this particular mod with no problem, but when I start it now, I can't read the dialogue. There are no borders or portraits at all. I just wanted to know how I could fix this so I could play this incredible mod and enjoy it fully. I have enjoyed all of the mods that I've played so far from WSE, and I would really like to dig into this one again and with the additional mission that I couldn't play before. Any help would definitely be appreciated.

I might be wrong but I think it's an artistic choice from DV to remove the border to make it less intrusive. I'm agreeing you, it's not very easy to read text in some areas with lots of light. It is very easy to fix (though a bit tedious), it is just a code value to edit in the cutscene script text file, but once again as it is an artistic choice, I think we should respect that.

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Back in our day, you had one sound effect for 20 things, and you came to love that sound effect.
Back in our day... Streets of Rage - the Classic - the Original - was the best damn game out there."

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Post  Pantha35 Thu Sep 24, 2015 2:34 am

BigDarsh wrote:I might be wrong but I think it's an artistic choice from DV to remove the border to make it less intrusive. I'm agreeing you, it's not very easy to read text in some areas with lots of light. It is very easy to fix (though a bit tedious), it is just a code value to edit in the cutscene script text file, but once again as it is an artistic choice, I think we should respect that.

I can respect that. I have no problem playing the mod at all, but the stories that they come up with have been so good I just want to make sure I get every detail.

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Post  Don Vecta Thu Sep 24, 2015 6:44 am

Oh hi, welcome!

Well, thanks a lot for playing my mod. I'm glad that you're enjoying the story and the gameplay. Smile

As for the marques in the dialogues, yeah.... got complaints that it was intrusive through gameplay, so went to remove it. But now that there's an option to skip the in-game dialogues (pressing X twice), I think I'll get them back in order for the ones who want to follow up to read clearly. The ones who feel it intrusive can just skip it.

Thanks once again for playing.

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Post  Guest Thu Sep 24, 2015 10:44 am

Yeah there's also the strange issue of the first line of un-bordered dialogue just missing in the latest V5, so it'd be better all-round to give some borders back and let us Mania players who don't want anything in the way when we're trying not to get destroyed just hit XX. Thumbs up

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Post  Pantha35 Thu Sep 24, 2015 11:14 am

Don Vecta wrote:Oh hi, welcome!

Well, thanks a lot for playing my mod. I'm glad that you're enjoying the story and the gameplay. Smile

As for the marques in the dialogues, yeah.... got complaints that it was intrusive through gameplay, so went to remove it. But now that there's an option to skip the in-game dialogues (pressing X twice), I think I'll get them back in order for the ones who want to follow up to read clearly. The ones who feel it intrusive can just skip it.

Thanks once again for playing.

Cool. You make some awesome mods, gameplay and story wise. I can get how people would feel they are intrusive if they aren't interested in the story element. It kind of makes me happy to know that it can quickly be skipped if you don't care to read it.

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Post  BigDarsh Thu Sep 24, 2015 8:59 pm

Cool. You make some awesome mods, gameplay and story wise. I can get how people would feel they are intrusive if they aren't interested in the story element. It kind of makes me happy to know that it can quickly be skipped if you don't care to read it.

It's not that people are not interested in the story (though some people are) but the main problem is that some text box appears while mooks are on the board. Before v5.1, there were no skip button for ingame dialogue and this what give some "ethical trouble" for the modders.

On the one hand you want to give depth to your plot, but on the other hand, the bigblackbox that trigger the text box can kill people who play harder difficulty. When v5.0a came out, it gave the possibility to the modder to remove the blackbox for in game cutscene. This option permit to have both in depth plot without interfering with the fight. IMO, this is not a good option. On one hand people who want to read the story can't (because no blackbox makes it hard to read) on the other hand people who just want to fight still have text which is not as punishing as the blackbox, but still there for "no reason".

The skip button from v5.1 is just the perfect solution, we can have both plot, and plot skipping. That's a long story, but it help you to understand how things evolves and how modders design their game.

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Streets of Rage : Game vs Lore Analysis avaible here
http://brawlersavenue.forumotion.com/f9-brawler-analysis
"Back in our day, even real life didn't have graphics this good.
Back in our day, you had one sound effect for 20 things, and you came to love that sound effect.
Back in our day... Streets of Rage - the Classic - the Original - was the best damn game out there."

-CajNatalie-
BigDarsh
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Hakuyo

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H.U.N.T.E.R. Mod of the Year edition v2.0 - Page 3 Empty Re: H.U.N.T.E.R. Mod of the Year edition v2.0

Post  Pantha35 Thu Sep 24, 2015 10:47 pm

But I do understand...you've explained it in a much better way, but basically that is why I'm happy the option is there. It gives everyone what they want essentially, and it won't inhibit the creativity of any modders.

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H.U.N.T.E.R. Mod of the Year edition v2.0 - Page 3 Empty Re: H.U.N.T.E.R. Mod of the Year edition v2.0

Post  DarkThief Wed Oct 28, 2015 10:30 pm

Found a hole in this...it's possible to fall through the floor if you get close to the human barricade (stage 7-5), at least from behind it.
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