Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod
Posted: Thu Dec 08, 2016 11:48 am
by Dr_Cosmobyte
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...
Sorry to the ZDoom users, but i couldn't resist...
Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod
Posted: Thu Dec 08, 2016 11:57 am
by YukesVonFaust
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...
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.)
Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod
Posted: Thu Dec 08, 2016 12:03 pm
by Dr_Cosmobyte
Hint, the armor is not a voxel...
Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod
Posted: Thu Dec 08, 2016 12:59 pm
by Captain J
Then is it a 3D Model?
Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod
Posted: Thu Dec 08, 2016 1:34 pm
by Dr_Cosmobyte
Yup. Taken from CamaleonMaligno's Quake II Stuff.
Will update the credits list as the game gets uploaded too.
Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod
Posted: Thu Dec 08, 2016 3:36 pm
by Deii
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).
Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod
Posted: Thu Dec 08, 2016 6:35 pm
by Dr_Cosmobyte
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.
Re: Aracnocide V3.0 [Update 08/12] - Weapon/Enemies Mod
Posted: Thu Dec 08, 2016 9:40 pm
by Dr_Cosmobyte
Double posting to say: game updated!
Changelog:
Spoiler:
08/12
- New hands for he FG42 as well as firing frames.
- Desert Eagle buffed by 4 damage points. It is now in a middle term between Both revolvers.
- New voxel for the Explosive Barrel
- Added the Bare fists from Lowtech.
- Cleaned sndinfo for beter organization.
- Changed Kicking sounds.
- Kicks and fists now shake the screen when they hit the wall.
- Corrected Derrick's kick, which was kinda buggy on one frame, and nerfed it's recoil.
- New Models(!) for the Armors and the backpack. Thanks to the Chameleon/CamaleonMaligno
- Crossbow buffed! It was terrible to play with it.
- Somehow i've managed to fix the freezing bug, i think. It was the gatling gun's fault
- Changed the gatling gun name to Minigun.
- Added a zoom sound to the Bazooka.
- Reworked all the Gatling Gun firing mode decorate.
Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod
Posted: Thu Dec 08, 2016 11:40 pm
by Captain J
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.
Re: Aracnocide V3.0 [Update 08/12] - Weapon/Enemies Mod
Posted: Tue Dec 13, 2016 10:02 am
by Dr_Cosmobyte
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.
Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod
Posted: Sat Dec 17, 2016 8:32 pm
by Dr_Cosmobyte
HOY HOY I'M THE BOY
PACKIN' 80 POUNDS OF HEAVENLY JOY
New update!
Changelog:
Spoiler:
18/12
- New Icons for : Shotgun, Super Shotgun, Fuel, Throwables, Fists, Crowbar and Baseball Bat!
- New firing sprite for Nitrogen Cannon.
- New ricochet effects extracted from Beautiful Doom 6.1 (CREDITS to Jekyll Grim Payne. If the man demands, i can take this out ASAP).
- New health bar!
- New sprites for flamethrower (thanks to YukesVonFaust, Eriance, funktasm and me )
- Corrected Nitrogen cannon not alerting monsters.
- Some ticks on cigarettes are faster (Drugs patch)
- A new sound for the single TBSG blast (credits to Captain J).
You guys will like this one. Have yer fun!
Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod
Posted: Mon Dec 19, 2016 3:11 am
by 777Doomer777
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
Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod
Posted: Mon Dec 19, 2016 9:51 am
by enderandrew
If I used the enemy only pack, would that replace all monsters, or add these new insect monsters alongside the classic monsters?
Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod
Posted: Mon Dec 19, 2016 10:02 am
by YukesVonFaust
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.
Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod
Posted: Mon Dec 19, 2016 10:33 am
by Dr_Cosmobyte
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.