Aracnocide [11/01/20] 3 New Classes!

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Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod

Postby Dr_Cosmobyte » Thu Dec 08, 2016 11:48 am

Thanks a lot man, nice to see you like it!

Yes, the Alfire Reloading function is intentional, in case people use the R key for other stuff. There are only three weapons that make use of the Altfire in game, so that's not a big deal.

Oh yeah, just a taste of what's coming next...

Image

Sorry to the ZDoom users, but i couldn't resist...
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Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod

Postby YukesVonFaust » Thu Dec 08, 2016 11:57 am

GAA1992 wrote:Thanks a lot man, nice to see you like it!

Yes, the Alfire Reloading function is intentional, in case people use the R key for other stuff. There are only three weapons that make use of the Altfire in game, so that's not a big deal.

Oh yeah, just a taste of what's coming next...

Image

Sorry to the ZDoom users, but i couldn't resist...

I love the smell of Voxels in the morning.
(The barrels should be blue though, i know it's recycled from Lowtech but... yeah.)
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Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod

Postby Dr_Cosmobyte » Thu Dec 08, 2016 12:03 pm

Hint, the armor is not a voxel... :)
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Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod

Postby Captain J » Thu Dec 08, 2016 12:59 pm

Then is it a 3D Model?
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Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod

Postby Dr_Cosmobyte » Thu Dec 08, 2016 1:34 pm

Yup. Taken from CamaleonMaligno's Quake II Stuff.

Will update the credits list as the game gets uploaded too. ;)
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Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod

Postby Deii » Thu Dec 08, 2016 3:36 pm

Whew, I'm glad I managed to update my potato laptop's drivers two months ago...only been using GZDoom ever since. Can't wait for the 3D models!

On another note, is it just me or the damage for the crossbow's explosive bolt is like...really, really low? At the moment it takes like...two to three bolts to kill the shadow spider (imp replacement).
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Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod

Postby Dr_Cosmobyte » Thu Dec 08, 2016 6:35 pm

Don't worry man, i noticed and fixed that as well. I was just working on the gatling gun decorate because it somehow made the game freeze. I believe i fixed it. (Remember it, Captain J?, it was the gatling gun, i think).

Not only that, but after showing the v3.0 to a friend, he said: "So you can use a melee weapon, but not your fists? Use those from your other game".

By other game, he meant Lowtech Remake. And i think it's a nice idea, so it's ready for the next update. But don't go mad on punching big spiders, the fist does only 1 point of damage, better stick to the Bat or the Crowbar.

:)
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Re: Aracnocide V3.0 [Update 08/12] - Weapon/Enemies Mod

Postby Dr_Cosmobyte » Thu Dec 08, 2016 9:40 pm

Double posting to say: game updated!

Changelog:
Spoiler:


Also, Drugs patch released! Weapons pack updated! Enjoy it!
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Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod

Postby Captain J » Thu Dec 08, 2016 11:40 pm

GAA1992 wrote:Don't worry man, i noticed and fixed that as well. I was just working on the gatling gun decorate because it somehow made the game freeze. I believe i fixed it. (Remember it, Captain J?, it was the gatling gun, i think).
Eyup, i fixed the gatling gun and it was pretty fun! Anyway neat update. I'm so glad that crossbow got buffed, too.
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Re: Aracnocide V3.0 [Update 08/12] - Weapon/Enemies Mod

Postby Dr_Cosmobyte » Tue Dec 13, 2016 10:02 am

A small update:

- New model for the Radiation Suit (Now called Environment Protection for a more wide naming)
- New model for the Armor bonus, using the Adrenaline from Quake II, because we needed something better than that.

YukesVonFaust changes:
- New frame and decorate for Baseball bat.
- New ending screen (avaiable on weapons-pack only).

For the next one, i will fix the Fists Statusbar Icon; somehow i forgot to add it. Fixed.
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Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

Postby Dr_Cosmobyte » Sat Dec 17, 2016 8:32 pm

HOY HOY I'M THE BOY

PACKIN' 80 POUNDS OF HEAVENLY JOY

New update!

Changelog:
Spoiler:


You guys will like this one. Have yer fun!
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Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

Postby 777Doomer777 » Mon Dec 19, 2016 3:11 am

Man, I Love This Mod.
I Played It On D-Touch And The HUD Is Pretty Cool, Remind Me Back Of Old Japanese Video Game.
Very Retro And Cool SFX.

For Me, I'm Also Fear The Insect Like Wasp And Spider.
So For Me, I'm Very Have Great Time To Kill Bastard Crap That Make Me Scare Me Every Time. XD
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Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

Postby enderandrew » Mon Dec 19, 2016 9:51 am

If I used the enemy only pack, would that replace all monsters, or add these new insect monsters alongside the classic monsters?
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Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

Postby YukesVonFaust » Mon Dec 19, 2016 10:02 am

enderandrew wrote:If I used the enemy only pack, would that replace all monsters, or add these new insect monsters alongside the classic monsters?

It replaces all monsters. obvious.
same goes to the weapon packs.
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Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

Postby Dr_Cosmobyte » Mon Dec 19, 2016 10:33 am

Actually, only the Spider Mastermind is not replaced. It uses DOOM's standard sprites, my bad laziness since always. But i'm thinking on putting the Kilmaat Queen instead. Would do it some good.
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