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

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
GoldenGuard95
Posts: 26
Joined: Fri Mar 02, 2018 6:50 pm

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

Post by GoldenGuard95 »

Hello there, i saw recently that your mod got updated. Expect fully updated showcase soon. AbsoluteN7
User avatar
Endie
Posts: 227
Joined: Thu Mar 16, 2017 7:34 pm
Discord: 「Moa Dixøn」#4254
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)
Location: Somewhere in the void

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

Post by Endie »

Just tried this update. I love the new classes, and their weapons too! Nice job :)
AvzinElkein
Posts: 588
Joined: Wed Nov 17, 2010 6:35 pm
Discord: AvzinTW#6569
Operating System: Debian-like Linux (Debian, Ubuntu, Mint, etc) 64-bit
OS Test Version: No (Using Stable Public Version)

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

Post by AvzinElkein »

Warning: enemy mod doesn't work with weapon mods that change the difficulty if you load the enemy mod first.
User avatar
Dr_Cosmobyte
Posts: 2538
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

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

Post by Dr_Cosmobyte »

GoldenGuard95 wrote:Hello there, i saw recently that your mod got updated. Expect fully updated showcase soon. AbsoluteN7


YESSSSS!
Endie wrote:Just tried this update. I love the new classes, and their weapons too! Nice job :)


Thank you! i am willing to tweak reload animations a bit, but nothing really serious

AvzinElkein wrote:Warning: enemy mod doesn't work with weapon mods that change the difficulty if you load the enemy mod first.


Indeed, this time i am aware of it.
User avatar
GoldenGuard95
Posts: 26
Joined: Fri Mar 02, 2018 6:50 pm

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

Post by GoldenGuard95 »

User avatar
Dr_Cosmobyte
Posts: 2538
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

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

Post by Dr_Cosmobyte »

Hell yes!!! Thanks a lot!!! :)
theroguemonk
Posts: 152
Joined: Tue Nov 05, 2019 4:58 am
Github ID: monk
Operating System: Other OS Not Listed Here
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

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

Post by theroguemonk »

love your work i might make a upgrade like touch up on the weapons you made... but first i have other projects i must finish
User avatar
Dr_Cosmobyte
Posts: 2538
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

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

Post by Dr_Cosmobyte »

That's great! No need to rush, take your time. ;)
User avatar
Vostyok
Posts: 1653
Joined: Sat Jan 17, 2015 8:54 am
Discord: Vostyok#3164
Location: On a fukken WAAAAAAAAGH

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

Post by Vostyok »

Liking what you did with the Tesla coil.

COMMENCING SHOCK THERAPY
theroguemonk
Posts: 152
Joined: Tue Nov 05, 2019 4:58 am
Github ID: monk
Operating System: Other OS Not Listed Here
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

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

Post by theroguemonk »

the first guy should be the last guy
the doom guy should be blazkowitz ..
to me the wewapons are not matching the characters...
the women could be the one using the alien weapons from alien movie ..
User avatar
Dr_Cosmobyte
Posts: 2538
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

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

Post by Dr_Cosmobyte »

Well, as much as Stella looks like a homage to Ellen Ripley, her arsenal was planned WAY before Luc's.
theroguemonk
Posts: 152
Joined: Tue Nov 05, 2019 4:58 am
Github ID: monk
Operating System: Other OS Not Listed Here
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

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

Post by theroguemonk »

GAA1992 wrote:Well, as much as Stella looks like a homage to Ellen Ripley, her arsenal was planned WAY before Luc's.


do you have a discord server? i have you but we are not in same server.

well i still dont understand the character choice...THIS IS NOT CRITIC i love the mod ! i always loved all of your mods ...

like doom guy does not get the doom machine gun but he gets wolfenstein esque weapons.
theroguemonk
Posts: 152
Joined: Tue Nov 05, 2019 4:58 am
Github ID: monk
Operating System: Other OS Not Listed Here
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

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

Post by theroguemonk »

if i had the coding skills i would exchange couple of wepaons.. like luc should have hte pump handl eshotgun if he is duke nukem style and doom guy should have not the nazi shotgun and machine gun and rather the doom machine gun and more modern shotgun .. etc... this is all my opinion though .


lol

i think this is fitting too

character:
- die hard - the one with the microphone comes up
- alien. of course the alien dude
- termiantor - the chick
- demolition man - the guy with the freezing gun
- bad and the uggly - the guy with the baretta and old styel guns

it is so bad ass i pretend i am sarah o connor ... my moms name is also sara ... i love it its so matal and touching and just epic when she says " i know this will not brin ghim back.. but it must be done" lmao this quote is just one of my best experiences in my life

all in all its very inconsisitent the guns and characters . ... in fact i rather they have classes instead.
User avatar
Dr_Cosmobyte
Posts: 2538
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: Aracnocide [11/01/20] THREE NEW CLASSES!

Post by Dr_Cosmobyte »

Hi guys, here's another update for the game, fixing many issues and adding many more features to make life easier!

First of all i think i should apologize, because the update was so rushed for New Year's Eve, that i've left too many things go past me. First impressions do matter and i had little time to polish the details, as usual. But it was also a special date and a good oportunity to showcase the project.

Second of all, i'd like to thank both ZikShadow and YukesVonFaust, both for their extreme care to feedback and support on the game! Without them, this update would take aeons to become like this. I still haven't solved all things they noticed (mainly sprite-related), but for other things such as code and sounds, i think i pretty much added them all. Thanks for the help.

What changed, you ask?

Well, this time the changelog is BIG, but in terms of game features, i can already tell:

[spoiler=Changelog 11/01/20]GAME CHANGES
- Added a CVAR for Auto-Reloads (enabled by deafult).

- Changed the way Shotgun, Super Shotgun and Submachinegun spawners work:
They give you a specific weapon first, and only when you have it, they start to spawn the other. After you have both, it starts to spawn weapons on a random chance.
*If you get a Shotgun (or start with it), the next weapon to drop will be an assault rifle.
*If you get a Super Shotgun, the next weapon to drop will be an heavy machinegun.
*If you get a Submachinegun, the next weapon to drop will be an Heavy pistol, and the Blursphere only spawns Heavy Rifles from now on.

- Reworked melee weapons system: Instead of hitting a specific pixel point in your front,
it goes an arc around enemies, making it easier to hit. Think like the Fighter punches in Hexen.

- Reworked the way the upgrade boxes and conversion kits work: Now the game asks you if you want to either upgrade or convert your upgrade kit (depending on what you chose to use), avoiding any accidents with inventory items.

- Adjusted some ammo pickup values.
- Deleted duplicated entries and unused files.
- New sounds for kits by All Sounds (Conversion) and HQ Sounds (Toolbox) channel on Youtube.
- New barrel debris behaviour by YukesVonFaust.
- New sounds for barrel explosions from Medal of Honor (PSX).
- Added some extra lore sections lost in previous builds.
- New keycard sprites edited from kriegsland 2 and skull keys edited from the previous ones.
- New general explosion sounds by YukesVonFaust (Land of the Dead: Road to Fiddler's Green, RTCW: Tides of War)
- New shotgun ammo sprites for Derrick, Marion and Luc. Blue casings edited from Captain J.
Shellbox by LossForWords, Blue Shells from Resident Evil 3 (Capcom).

CLASSES

*Blake*
- Changed Blake's portrait after quite some time, to avoid the Doomguy generic stereotype and give him a face (Even being I.P.Freeley's face, lol).
- Changed FG42 Upgrade pickup.
- Fixed Super Shotgun casings spawning far from the weapon during reload.
- Toned down Smoke on Blake's Chainsaw for performance matters.

*Derrick*
- Changed Derrick's Assault Rifle pickup sprite.
- Fixed Super Shotgun casings spawning far from the weapon.
- New Derrick player sprites by YukesVonFaust.
- Lowered Upgraded Remington 700 sprite offsets for better visualization.

*Marion*
- Fixed Marion's SMG upgrade info as 25% Damage and 50% Accuracy, when it was the opposite.
- Lowered PSG-1 sprite offsets for better visualization.

*Stella*
- New pickup sprites for Stella's both SKS's.
- Added a rail effect to Stella's SKS upgrade.
- New pickup sprite for the MG34 by ZikShadow.

*Simon*
- Changed sounds for Shotgun, MP5, AR-16, Glock, Winchester upgrade and Wildey.
- Changed Glock, Winchester and AR-16 firing frames.
- Added a frame on Simon's Wildey Hunter to represent the hammer, by YukesVonFaust.
- Slightly changed Winchester and Winchester upgrade sprites.
- Changed Alraune AR-16 Upgrade and the MM1-12g name.
- Slightly altered AR-16 Upgrade reload offsets.
- Toned down screen blink for Maeda's Powercoil, to avoid any seizures players might have.
- Changed the Bugspray behaviour and damage: Now you can reload it anytime, and the damage was increased from 1 point to 2.
Seems weak, but it's a great weapon for close range.

*Mikhail*
- Changed Sounds for the Panzerfaust
- Changed C96 name to M712 Schnellfeuer.
- Better animations to the M712 by YukesVonFaust.
- Changed Venom Gun muzzleflashes from green to orange.
- Fixed Mikhail's StG-44 reversed bolt on reload.

*Luc*
- Fixed Luc Williams name in selection screen.
- Changed Luc's Plasmathrower name.
- Added a new weapon upgrade for the VP70z.
- New explosive ammo sprites.
- GM-94 grenade speed buffed.
- New TEC-9 submachinegun sound.
- New name for freeze grenades.
- Reworked Luc's Katana attack to give two slashes and removed the "Hold" state.
- New pickup sprite for the M41E3 using bits of Commando Nukem's Alien pulse Rifle pickup. Commando Nukem is credited, and yes, i am aware that the original image source is watermarked, therefore, even though i've edited a lot of it to remove the marks and haven't used the entire pickup (the metal parts are from a Colonial Marines Arsenal bad jpeg), i can revert them back to what it was if requested by any moderator or Commando Nukem himself (though he is not too active for quite some time).[/spoiler]

WHEW! Have fun, and enjoy this new update for now!
User avatar
Tc_667
Posts: 18
Joined: Thu Nov 28, 2019 9:27 am
Discord: 8069
Operating System: Windows 10/8.1/8/201x 64-bit

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

Post by Tc_667 »

i got some ideas about weapon upgrades
i see that most of the upgradeable weapons consist of just putting guns akimbo in it
so what do i got?

- Mauser m712 gets a stock and a 20 or 40 round magazine, also gets a longer barrel
- The franchi SPAS-12 gets semiautomatic action and 1 extra shell
- The vladof type 21 transforms into a AK-74M lookalike and gets more accurate and can penetrate enemies
- The MM1-12G shotgun gains a lot of power and shoots faster
- The mosin nagant gets a scope
- The SGT-44 transforms into a SGT-45 Prototype, getting more power and accuracy
- The VP-70 gets a stock and burst fire

That are some ideas i got, if you´re interested, don´t hesitate to message me
Keep up the good work!

Return to “Gameplay Mods”