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Re: Aracnocide V3.8 [Update 19/02] Quick Fix

PostPosted: Sun Feb 19, 2017 5:03 pm
by Somagu
Thanks so much for the filename changes and continued updates. This mod's a fun, simple, interesting take on the usual, and the weapon set also works pretty good for Colourful Doom, so good effort!

Re: Aracnocide V3.8 [Update 19/02] Quick Fix

PostPosted: Sun Feb 19, 2017 5:41 pm
by Dr_Cosmobyte
You're welcome m8.

Just recieved a report from a friend that this isn't working on Zandronum. Can anyone confirm it for me? And what kind of errors are triggering it?

I found it. The sturm pistole had a state written in ZScript, which i believe not being compatible (yet) with Zandronum. At least that's the report from the user.

I'll upload it again.

Re: Aracnocide V3.8 [Update 19/02] Quick Fix

PostPosted: Sun Feb 19, 2017 8:58 pm
by GhostKillahZero
So what have i been credited for exactly?

Re: Aracnocide V3.8 [Update 19/02] Quick Fix

PostPosted: Sun Feb 19, 2017 9:03 pm
by Dr_Cosmobyte
One of the things i'm damn sure it's the Magnum Revolver Scope. I took it out of your Sniper Rifle. But i think there's another thing.

Yeah, i remembered. It's from a long gone build. The L4D medikit pickup sprite was in one of earlier builds. I left he name in there for honorous mentions :)

Re: Aracnocide V3.8 [Update 19/02] Quick Fix

PostPosted: Mon Feb 20, 2017 9:21 am
by Deii
Well, I gave a shot on writing those three dudes:

Spoiler:


It's a bit hard not to go a bit in-depth with backstory and their gameplay differentials (and I just speculated a bit about that based on their speed, jump height, HP and weapons), but here it is. I spent like...what, 20 minutes? Eh, it's there as promised.
Also, is it really necessary to keep the fists around? They're just...kinda useless without a berserk powerup, and berserk spawns are the ones that hold assault rifles so yeah.
It would also be neat to have Marion have a knife for quick melee since you know, he's a special tactical operator and whatnot.

Re: Aracnocide V3.8 [Update 19/02] Quick Fix

PostPosted: Mon Feb 20, 2017 12:02 pm
by Dr_Cosmobyte
Image

Aside from the little swapping in there (Blake is the doom marine and Derrick is the quake Ranger), i loved it!

I just need to know how to make the BIOS description on the menu!

About the Fists and the Knife: BDJ and PB have two kind of melee attacks, and i always wanted something like a Machete quick attack, like Crossfire or PB. Maybe i can get it to work.

Also, next version is going to feature a little stuff i'm workin on. Special Intros. Not only reloading, but just a little animation. It'll be switchable on/off on options, just like clips and magazines, which i forgot to do all this time. I just remembered when LedIris did the same.

Re: Aracnocide V3.8 [Update 19/02] Quick Fix

PostPosted: Tue Feb 21, 2017 10:08 am
by Doctrine Gamer
I liked this story for the 3 dudes, is it possible to create additional lines for the doom story text?
Replace the extra lines where you have monsters for demons since those who invade Hell are now spiders and other insects.
I love this mod. Have you thought about ripping the spiders of Turok 2?

Re: Aracnocide V3.8 [Update 19/02] Quick Fix

PostPosted: Tue Feb 21, 2017 11:25 am
by Deii
No problem, glad if I could help. I'll keep an eye out for possible suggestions as usual. :D

Doctrine Gamer wrote:I liked this story for the 3 dudes, is it possible to create additional lines for the doom story text?
Replace the extra lines where you have monsters for demons since those who invade Hell are now spiders and other insects.


Sure, if GAA gives me the all-clear I'll gladly write intermission text adapted to the overall theme and setting of the mod too. I'm not sure if it would be an add-on or if it would be packaged with the complete mod (weapons + monsters) however...also, has anyone tried playing this with the ambience pack? It makes the experience 10x more spiderrefic.

Re: Aracnocide V3.8 [Update 19/02] Quick Fix

PostPosted: Tue Feb 21, 2017 1:12 pm
by Dr_Cosmobyte
Doctrine Gamer wrote:I liked this story for the 3 dudes, is it possible to create additional lines for the doom story text?
Replace the extra lines where you have monsters for demons since those who invade Hell are now spiders and other insects.
I love this mod. Have you thought about ripping the spiders of Turok 2?


It actually is! Deii and me are discussing this possibility now.

I'm not a good sprite ripper, so, unless i could open these spiders on a model viewer, i can't do that much.

Deii wrote:Sure, if GAA gives me the all-clear I'll gladly write intermission text adapted to the overall theme and setting of the mod too. I'm not sure if it would be an add-on or if it would be packaged with the complete mod (weapons + monsters) however...also, has anyone tried playing this with the ambience pack? It makes the experience 10x more spiderrefic.


You have it!

Re: Aracnocide V3.8 [Update 19/02] Quick Fix

PostPosted: Tue Feb 21, 2017 2:15 pm
by Doctrine Gamer
Sure, if GAA gives me the all-clear I'll gladly write intermission text adapted to the overall theme and setting of the mod too. I'm not sure if it would be an add-on or if it would be packaged with the complete mod (weapons + monsters) however...also, has anyone tried playing this with the ambience pack?


The ambience pack is what?

Re: Aracnocide V3.8 [Update 19/02] Quick Fix

PostPosted: Tue Feb 21, 2017 3:54 pm
by Dr_Cosmobyte
A music pack similar to Doom 64/PSX musics that adds a lot coolness.

https://forum.zdoom.org/viewtopic.php?f=46&t=45060&p=741205&hilit=ambiance+pack#p741205

Re: Aracnocide V3.8 [Update 19/02] Quick Fix

PostPosted: Tue Feb 21, 2017 6:23 pm
by Doctrine Gamer
Thanks! It's perfect for use with Dark Doom. :D

Re: Aracnocide V3.8 [Update 19/02] Quick Fix

PostPosted: Thu Feb 23, 2017 9:14 pm
by Deii
Welp, I just finished writing the intermission text. It contains custom text for the intermissions of The Ultimate Doom, Doom 2 and Final Doom, and credits are inside the PK3 proper.

Here's a link: https://www.dropbox.com/s/wegr7som2pynn ... t.pk3?dl=0

If GAA decides to incorporate this fully into the mod, I suppose I will remove this link but we'll see.

Re: Aracnocide V3.8 [Update 19/02] Quick Fix

PostPosted: Thu Feb 23, 2017 10:33 pm
by Dr_Cosmobyte
Holy shit, this is way too awesome! Excellent grammar, if i may add.

I have some nice things to include on next update, sure this will be one of them.

I really appreciate the dedication and kindness man! Thank you :)

Re: Aracnocide V3.8 [Update 19/02] Quick Fix

PostPosted: Fri Feb 24, 2017 8:04 am
by Deii
No problem, glad if I could help!