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

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Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

Postby chronoteeth » Wed Jan 25, 2017 10:55 pm

yoooo omg
vinesauce played this mod, vinny looved it

timestamped here
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Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

Postby Dr_Cosmobyte » Wed Jan 25, 2017 11:40 pm

Oh man that's GREAT!!

I wish i could thank him, but my comment would probably be missing on it; better send him a PM.

He liked the weapon variety and the work put into it. I wish i could have the next updates ready...

That only proves i couldn't do it without all of you guys. Thanks so much to all of you. :)

You made my day presenting me this video teef :D
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Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

Postby Captain J » Wed Jan 25, 2017 11:44 pm

At last, congratulation!! And he sure really impressed a lot for tons of weapons in this mod! :P
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Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

Postby YukesVonFaust » Thu Jan 26, 2017 12:18 am

GAA1992 wrote:Oh man that's GREAT!!

I wish i could thank him, but my comment would probably be missing on it; better send him a PM.

He liked the weapon variety and the work put into it. I wish i could have the next updates ready...

That only proves i couldn't do it without all of you guys. Thanks so much to all of you. :)

You made my day presenting me this video teef :D

Vinny of vinesauce finally played this mod! congrats!

also, i have made some updates to Aracnocide:
- new beretta sounds.
- smooth beretta slide frames. also desert eagle reload fixed with additional sprites.
- new muzzleflashes for Pumpgun, Desert eagle, & Bottini pistol.
- New sounds for the FG42, & Black hole Generator.
- handed reload sprites for the TAC-Ex crossbow.

Get it here.
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Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

Postby Lime » Thu Jan 26, 2017 8:04 am

GAA1992 wrote:Oh man that's GREAT!!

I wish i could thank him, but my comment would probably be missing on it; better send him a PM.

He liked the weapon variety and the work put into it. I wish i could have the next updates ready...

That only proves i couldn't do it without all of you guys. Thanks so much to all of you. :)

You made my day presenting me this video teef :D


Celebration Time! Hurray for Vinny! :cheers:
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Re: Aracnocide V3.4 [Update 18/12] - Weapon/Enemies Mod

Postby chronoteeth » Thu Jan 26, 2017 8:18 am

GAA1992 wrote:Oh man that's GREAT!!

I wish i could thank him, but my comment would probably be missing on it; better send him a PM.

He liked the weapon variety and the work put into it. I wish i could have the next updates ready...

That only proves i couldn't do it without all of you guys. Thanks so much to all of you. :)

You made my day presenting me this video teef :D


nudge him an email or tweet, he doesnt use much other forms of contact
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Re: Aracnocide V3.5 [Update 28/01] - Weapon/Enemies Mod

Postby Dr_Cosmobyte » Sat Jan 28, 2017 1:47 pm

Alright boys!

Here's a new one, because we needed it:

Spoiler:


Have fun!
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Re: Aracnocide V3.5 [Update 28/01] - Weapon/Enemies Mod

Postby chronoteeth » Sun Jan 29, 2017 4:14 am

yea the beretta hand has been bugging me too so

Image
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Re: Aracnocide V3.5 [Update 28/01] - Weapon/Enemies Mod

Postby Captain J » Sun Jan 29, 2017 4:21 am

Honestly, just like that, this is how you grab a pistol with both hands. Just like this one you made.
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Re: Aracnocide V3.5 [Update 28/01] - Weapon/Enemies Mod

Postby chronoteeth » Sun Jan 29, 2017 4:52 am

the one for the other character is a cradle technique vs a normal grip, cradling is usually for more inexperienced shooters
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Re: Aracnocide V3.5 [Update 28/01] - Weapon/Enemies Mod

Postby Dr_Cosmobyte » Sun Jan 29, 2017 9:00 am

Maaaaan that really interested me. I'm going to work on something today for it :)
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Re: Aracnocide V3.5 [Update 28/01] - Weapon/Enemies Mod

Postby Dr_Cosmobyte » Wed Feb 01, 2017 3:02 pm

I am sorry to bump here without any news (yet!)

But i remembered what else i fixed on last update. Somebody (I believe Deii) told me the Rocket Launcher was firing two missiles at the same time when zoomed. The issue is fixed!
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Re: Aracnocide V3.6 [Update 06/02] - Weapon/Enemies Mod

Postby Dr_Cosmobyte » Sun Feb 05, 2017 11:37 pm

ANNNND... NEW UPDATE! YEAH!

Spoiler:


Go get your copies, everyone. :)

EDIT: The FG42 scope is fully functional!
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Re: Aracnocide V3.7 [Update 06/02] THIRD CLASS!!!

Postby Dr_Cosmobyte » Thu Feb 16, 2017 8:51 pm

Okay, you guys wanted a new update and the third class?

HERE IT IS! :D

Downloads on first page, as always. Changelog follows here:

Spoiler:


Get Psyched!
Last edited by Dr_Cosmobyte on Thu Feb 16, 2017 11:41 pm, edited 1 time in total.
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Re: Aracnocide V3.7 [Update 17/02] THIRD CLASS!!!

Postby Somagu » Thu Feb 16, 2017 11:26 pm

Hot damn, I am really enjoying this mod. Thanks for the continued updates.

Could I ask that the filenames for the PK3 not have spaces in them? It's not a big deal, but I do all my mod launching through command line stuff, and it keeps me from having to rename the file or surround everything in quotations.
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