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

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Re: Aracnocide [Update 30/08] - Weapon/Enemies Mod

Postby Dr_Cosmobyte » Wed Sep 07, 2016 9:00 pm

Yo guys, i'm sorry for being inactive recently, i had some serious internet problems, and acessing this site through the phone makes me want to break it on a hundred parts, since everytime i want to reply somebody, the phone redirects me to the login screen. Even when i hit those damn boxes to keep me in.

So THAT'S why i couldn't show you the link to the last version of both lowtech and Aracnocide. They didn't finished uploading.

Someone64 wrote:Some feedback using the latest version with tweakfixes:
Spitting spiders spit at you non stop even from behind walls as long as they get their initial line of sight of you.
The reload key for the crossbow doesn't work when it's not loaded and you pick up ammo. Only pressing fire does it.
You can use the small jumping spiders to get to higher places without jumping by standing on them while the jump (weeee fun).


Something i wanted to fix a long time ago. Just need to fix some lines on the refire state on the spitting spider.

Bow fixed, thanks for reminding me!

Aaaand, the small spider unfortunately got cut out, since there's already one, bigger and cooler. Just for now.

The D3 Trite... damn, it's fucking cool, reminds me of that Kurt Rusell movie... was it, "The Thing"? It had a totally different name here on Brazil. Something like "The enigma from another world", something like that. I'll note it down, but it won't be on next update, i need to work other things.

I'm uploading the next version, be patient guys! ;)
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Re: Aracnocide [Update 30/08] - Weapon/Enemies Mod

Postby Dr_Cosmobyte » Wed Sep 07, 2016 9:53 pm

RIGHT, here's next changelog, game updated!!!

Changelog 07/09
YukesVonFaust patch incorporated! It includes:

- New sounds for the flamethrower. Credits to : Youtube (Masterhand125, and Steve C).
- New smooth animations via offsets for all weapons!
- New sprites for the akimbo berettas, credits to Mike12 and Monolith.
- New names for most weapons. Some edited by me.
- New names for both classes.
- Crowbar and Baseball Bat can be held before hitting. God, how come i couldn't think about that before?
- New pickup sprite for Upgraded Revolver.
- New sounds for both revolvers, credits to ID Software (Trent Reznor's sound patch for Doom 3 and Doom 3 itself).
- A chex quest compatibility patch.
- A small fix on gatling gun firing sound.
- New quit messages.
- A new secret message.

Some of my fixes:

- Shadow Warrior Wasp added! (Replaces shotgunguy).
- Powerslave Scorpion Added (Replaces Chaingunner).
- Caco Wasp and mass height fixed, should be easier to kill by now.
- Took out small powerslave spider.
- Wasp blood color changed.
- Changed Shadow Spider (imp replacer) behaviour.

- Inner organization for Inner files.
- added a new pair of Uzis for Ranger class.
- changed Ranger pistol pickup sprite, as well as it's name. Should be stable now.
- Changed berserk Voxel.
- New reloading animations for the revolver.
- New bow explosion.
- Beretta speed nerfed.
- Fixed bow reloading
- Changed Explosive box sprite.
- New revolver reload sounds.

Let's see how this goes on before we proceed. :)
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Re: Aracnocide [Update 30/08] - Weapon/Enemies Mod

Postby YukesVonFaust » Thu Sep 08, 2016 3:44 am

GAA1992 wrote:RIGHT, here's next changelog, game updated!!!
Spoiler: Changelog 07/09

Let's see how this goes on before we proceed. :)

It's...
IT'S BEAUTIFUL. but the only flaw.
when the Explosive Arrow hits the wall, the explosion spawns at the wrong offset. (it spawns the explosion under.)
but nevertheless, it's an epic update.
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Re: Aracnocide [Update 08/09] - Weapon/Enemies Mod

Postby Dr_Cosmobyte » Thu Sep 08, 2016 6:40 am

Thanks to you man. There's a lot more to fix, had a quick gameplay at work and found some bugs. ;)
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Re: Aracnocide [Update 08/09] - Weapon/Enemies Mod

Postby Turret49 » Thu Sep 08, 2016 8:49 am

Hello, I've encountered a bug relating to the pump shotguns, if you hold down primary fire while out of loaded ammo, the start of the reload sequence will loop over and over until you let go. This also happens with the altfire, except it can interrupt the reload sequence any time at least one shell still needs to be loaded.
There seems to be an A_WeaponReady without WRF_NOSECONDARY in the reload loop that doesn't check if you actually have ammo to fire.

Also is there a reason the Death Widows have the +BOSS flag? it makes them cry out at max volume throughout the level when they wake up/die.

Speaking of waking up, water splashes are waking up far away spiders for me, it's the default behaviour, but if you wanted to disable it I think you can put "noalert" in the TERRAIN lump.

EDIT:
Actually another thing, I was wondering why the weapons were aiming higher than where I was shooting at long range, it seems some of your weapons (Berreta, Dual Berretas, BrowningHP, Dual Uzis, not sure anything else) adjust the player's pitch for recoil before actually firing any bullets. Should probably fix that!
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Re: Aracnocide [Update 08/09] - Weapon/Enemies Mod

Postby Miguel371xd » Thu Sep 08, 2016 4:42 pm

Oh yeah thanks for fix that ;D
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Re: Aracnocide [Update 08/09] - Weapon/Enemies Mod

Postby YukesVonFaust » Sat Sep 10, 2016 4:46 pm

Hope you don't mind about fixing it.
EDIT: DOGGONE-IT I FORGOT SOME OTHER THINGS.
Here, an actual updated list!

Changes: New Bazooka Explosion sounds! (straight from Twisted Metal Black)
Dual Uzis now fires a lil bit faster, with fixed coding. (also changed its name to Kendo-Ingallson Mark-88 rather than Ingram Micro-Ninjas... it felt silly.)
The grenade launcher, Chainsaw, and Baseball bat now has new names.
Grenade Launcher is now offset-animated.
Browning HP and Caterpillar's firing sound is somewhat bland, replaced it with mixing the old firing sounds and the new ones.
and Some powerup pickup message fixes.
Last edited by YukesVonFaust on Sun Sep 11, 2016 8:54 am, edited 1 time in total.
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Re: Aracnocide [Update 11/09] - Weapon/Enemies Mod

Postby Dr_Cosmobyte » Sun Sep 11, 2016 2:17 am

Hey guys, i wouldn't leave you without another patch on this sunday...

Here's the latest update!

Another YukesVonFaust patch incorporated, which includes:

- New name and fire rate for the Dual Uzis
- New sounds for the Bazooka missile explosions (barrels and tnt's still are the same).

My changes:

- Browning HP fire sound changed
- Upgraded Caterpillar fire sound changed
- Normal Caterpillar firing sound changed.
- Shadowcaster spider behaviour and sprite offsets changed once again.
- Mars spider health lowered.
- Death widow health lowered.
- Death widow +BOSS flag taken out.
- Witchwaven spider HP lowered.
- Steal Princess and Mars Squash state distance fixed.
- Powerslave scorpion Death and jumping states fixed.
- Added a melee state for all wasps.
- Corrected altfire interruption on shotgun during reload.
- Corrected pitch shifting before shooting on some guns.
- Added NoAlert to the terrain lump.
- Fixed bow explosion.
- Upgraded revolver reloading time lowered. Seemed almost the same as the normal.
- Revolver heavily beefed up.
- Dual uzis sprite changed.
- Fixed Crossbow reload sprite bug. Although the arrow disappears, the hand doesn't. At least that...
- Shotgun spawners have a normal shell pack instead of a box, to make things equally until the new medkits come :)

Get your links together on first page!
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Re: Aracnocide [Update 11/09] - Weapon/Enemies Mod

Postby YukesVonFaust » Mon Sep 12, 2016 3:54 am

Image Image Image
Let there be LIGHT.
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Re: Aracnocide [Update 11/09] - Weapon/Enemies Mod

Postby Dr_Cosmobyte » Mon Sep 12, 2016 10:39 pm

This is getting miles better!
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Re: Aracnocide [Update 11/09] - Weapon/Enemies Mod

Postby Someone64 » Tue Sep 13, 2016 3:13 am

I think you should do the same thing for the chainsaw here as you did for Lowtech mod as it's not easy to consistently pull the crowbar out without pulling the chainsaw out first.

Aside from that I haven't found any problems with the mod aside from what I've already mentioned before. I also suggest though that you add delays to barrel explosions as it can break certain levels and force you to suicide. Also it can be a problem when the level uses chain reactions of barrels but the mod replaces a lot of them with ones that don't explode at all. Maybe would be a good idea to make an addon (or menu option) to make all the barrels explosive after you do the ammo rebalance and stuff.
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Re: Aracnocide [Update 25/09 (SHOTGUN!!!)] - Weapon/Enemies

Postby Dr_Cosmobyte » Sun Sep 25, 2016 2:18 pm

Hello guys!!!

It's your friendly neighborhood again with a new update!!!

Here's the changelog:

Spoiler:


Links on first page or here:

http://www.mediafire.com/download/mnmsce4fkxuwylb/Aracnocide.rar

There's also a screenshot of the new status bar for you guys to check out how it's supposed to be, so, if anybody report resolution errors, i'll release a separate patch!

Have Fun!
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Re: Aracnocide [Update 25/09 (SHOTGUN!!!)] - Weapon/Enemies

Postby Dr_Cosmobyte » Sun Sep 25, 2016 11:47 pm

The game is crashing somehow. I am tracking down the problem.
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Re: Aracnocide [Update 25/09 (SHOTGUN!!!)] - Weapon/Enemies

Postby Captain J » Sun Sep 25, 2016 11:53 pm

Oh yes, that problem happened often. I have no literal clue at all why something's causing it. Hope you can fix it!
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Re: Aracnocide [Update 25/09 (SHOTGUN!!!)] - Weapon/Enemies

Postby Dr_Cosmobyte » Mon Sep 26, 2016 12:52 am

Well, all I know at the moment, is that the source can be found on stage 21. It doesn't need alerting monsters, so it is probably caused by infighting or some wandering around. Maybe it can be some state loop during spawn. But i can't upload it right now cus i got to sleep to go to work.
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