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Re: Aracnocide [15/08/19] 2 new guns/urgent fixing

PostPosted: Mon Aug 19, 2019 9:19 am
by Cyanide
I'm still having an issue with the bullet "sparks" are displayed with a black background. I'm using the Weapon Pack, not the full mod.
Also, the health bar is positioned i little more than half way up the left side of my screen. Is this intentional?

Re: Aracnocide [15/08/19] 2 new guns/urgent fixing

PostPosted: Mon Aug 19, 2019 9:42 am
by Dr_Cosmobyte
Someone64 wrote:The BFG Proto for Blake is WAY stronger in damage compared to the upgraded BFG 9000.


Cyanide wrote:I'm still having an issue with the bullet "sparks" are displayed with a black background. I'm using the Weapon Pack, not the full mod.
Also, the health bar is positioned i little more than half way up the left side of my screen. Is this intentional?


Wow, my oversight then. Thanks boys, I'll surely take a look at that.

Re: Aracnocide [15/08/19] 2 new guns/urgent fixing

PostPosted: Mon Aug 19, 2019 12:48 pm
by Someone64
The HUD thing with the health bar is the same issue I mentioned earlier with 2 examples... You might have to separate parts of the HUD from each other to sit at the edges of the screen like other mods do or something.

Re: Aracnocide [15/08/19] 2 new guns/urgent fixing

PostPosted: Sun Aug 25, 2019 12:55 pm
by erni945
Hey GAA, let me try your latest update and admit it is going really in the right direction. But I have some suggestions:

1.As for Derek Wilson, can you replace the 2015-dn pdw with the M16 / M4A1 rifle or change its pickup sprite for now?, In my opinion it is ugly and does not match the raised weapon at all

2.As for his baseball bat, can you adjust the sprites to a 16: 9 screen size because I noticed that the sprites are a bit cropped?

3.This is a question for all classes, could you get character sprites in the next update so that they are not standard? It looks bad when Derek Wilson is Ranger and Blake Kliessen is FreeDoom Guy :?

Re: Aracnocide [01/01/20] HAPPY NEW UPDATE!

PostPosted: Tue Dec 31, 2019 9:05 pm
by Dr_Cosmobyte
Happy new year friends!

To celebrate 2020, and the birthday of the mod, i'll release this update for Aracnocide which brings you not one, not two, but three different classes! Not only that though. Many things were added, and many will surely come, and i hope you all enjoy this!

Spoiler: Changelog


In any case, have an year filled with fun and games, health and happiness. This is what i desire after all those 4 years working for free to this community, all for the sake of changing your gaming experiences. Download link is in the description and here, if you wish to.

HAVE FUN!

Re: Aracnocide [01/01/20] HAPPY NEW UPDATE! THREE NEW CLASSE

PostPosted: Tue Dec 31, 2019 9:36 pm
by AvzinElkein
Which is the correct load order? Enemies then weapons, or vice versa?

Re: Aracnocide [01/01/20] HAPPY NEW UPDATE! THREE NEW CLASSE

PostPosted: Tue Dec 31, 2019 9:49 pm
by Dr_Cosmobyte
Any will do, i think.

But if you wish to avoid any possible sprite conflicts, i would load weapons last :)

Re: Aracnocide [01/01/20] HAPPY NEW UPDATE! THREE NEW CLASSE

PostPosted: Tue Dec 31, 2019 10:12 pm
by AvzinElkein
Loaded enemies then weapons, but I only got regular DOOM monsters in DOOM 2. Notice: I only got the enemies when I loaded the enemies mod by itself!

Re: Aracnocide [01/01/20] HAPPY NEW UPDATE! THREE NEW CLASSE

PostPosted: Tue Dec 31, 2019 10:33 pm
by Dr_Cosmobyte
weird. I'll give it a go home. Have you tried the inverse?

Re: Aracnocide [01/01/20] HAPPY NEW UPDATE! THREE NEW CLASSE

PostPosted: Tue Dec 31, 2019 10:37 pm
by AvzinElkein
Just did, and the arthropods manifested properly.

Re: Aracnocide [01/01/20] HAPPY NEW UPDATE! THREE NEW CLASSE

PostPosted: Wed Jan 01, 2020 1:41 pm
by Dr_Cosmobyte
i just noticed what is wrong; the weapon mod is defining custom difficulty levels, and they don't really allow the custom monsters (i think i done that because of the "unholy massacre" custom difficulty level for LZDoom).

Soon enough I'll upload a build fixing that.

Re: Aracnocide [01/01/20] HAPPY NEW UPDATE! THREE NEW CLASSE

PostPosted: Wed Jan 01, 2020 3:54 pm
by AvzinElkein
So, will it be the monsters mod or the weapons mod getting the fix?

Re: Aracnocide [01/01/20] HAPPY NEW UPDATE! THREE NEW CLASSE

PostPosted: Wed Jan 01, 2020 8:29 pm
by Dr_Cosmobyte
The weapons one. I will upload a quick fix as soon as possible.

Re: Aracnocide [01/01/20] HAPPY NEW UPDATE! THREE NEW CLASSE

PostPosted: Wed Jan 01, 2020 8:52 pm
by AvzinElkein
Best of luck, for all the folk.

Re: Aracnocide [02/01/20] THREE NEW CLASSES!

PostPosted: Wed Jan 01, 2020 11:17 pm
by Dr_Cosmobyte
Well, i just uploaded re-uploaded a new version, without the custom skill levels. I also discovered two gross oversights and fixed them.

It might look weird in LZDoom, but there isn't too much i can do for that... so, anyway, enjoy it!