ARACNOCIDE 2.7 (Updated 03/Sep/23)

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mike3k
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Re: ARACNOCIDE 2.7 (Updated 03/Sep/23)

Post by mike3k »

Thanks for quick answer. I didn't think you will go this far with this :D I mean only as mean as cheat to give myself other classes weapons :D - as I find crowbar super boring perhaps if melee could be a little more interesting some interesting effects for them - like electric katana that you made - or ability for them(bleeding, stunning for hammer like melee, pushing back etc. Also Looking forward for more alt fire effect for weapons - mostly aiming - and if possible other effect - example fan shooting for revolvers -since I big fan of them and they don't receive much love in doom mods :(
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skyrish10
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Re: ARACNOCIDE 2.7 (Updated 03/Sep/23)

Post by skyrish10 »

Dr_Cosmobyte wrote: Wed Sep 20, 2023 12:44 pm Thanks a lot! I'm really proud of what the mod has become so far.

Unfortunately allowing other classes to use other weapons would require me to make sprites of each weapon with hands from other classes (considering the minimal number of sprites for a weapon is between 5 or 6, that would mean each new weapon would require 42 new sprites), and make checks for each of those classes. It's more than what i can do.
(not meaning competition with Yholl's works, but rather stop at an exact number.)

I think there's another workaroound, remember the Project Operation Unthinkable that was abandoned by The Railgunner. Railgunner said that POU hands will be applied via TEXTURES. So in theory, this might save time to make sprites of each weapon with hands from other classes
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Dr_Cosmobyte
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Re: ARACNOCIDE 2.7 (Updated 03/Sep/23)

Post by Dr_Cosmobyte »

Yeah but, still my point stands. Each weapon would need at least 42 more sprites each (excluding upgrades!), each weapon would need either a inside code check for which class is using the weapon (something that would bloat the code to at least 300 lines for each weapon) OR, one new actor for each weapon, meaning each class would have 200 actors.

No. way.
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openroadracer
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Re: ARACNOCIDE 2.7 (Updated 03/Sep/23)

Post by openroadracer »

Crazy stupid idea: What if we had a character whose stats looked awful, but their gimmick was that they had access to the entire armory of the mod? So they start off relatively weak, and their movement speed and base health are never that great; but they've got ALL the weapons available and can grow more powerful through that?

Maybe even give them weapon handling buffs, like quicker reloads or better accuracy, just to offset their weaknesses?
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Dr_Cosmobyte
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Re: ARACNOCIDE 2.7 (Updated 03/Sep/23)

Post by Dr_Cosmobyte »

Guys, I don't think i should be rephrasing too much, so I'll state this:

i WON'T make all weapons available for one class or all classes. It's a lot of work for <nada>.

We okay with this?
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Matt Eldrydge
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Re: ARACNOCIDE 2.7 (Updated 03/Sep/23)

Post by Matt Eldrydge »

Briefly hopping in to give my two cents: Cosmo is the modder. He's the one who's been working on this beast of a mod for well over seven years. If anyone knows what the mod should be like, what features it should have and how it's supposed to be balanced, it's him.

Maybe you should stop trying to give him suggestions that completely defeat the point of his mod or add nothing of consequence to anyone but yourself? Hell, if it's such a great idea, you could do it yourself - I'm sure Cosmo would be more than glad to feature your add-on in the original post.

I'm just a little sour because this isn't the first time I've seen this kind of entitled behavior from Racer. It comes off like a spoiled brat throwing a fit because the new toy he got is red instead of blue, even though it's FREE and no one's asking anything of him in return.

Please remember modders are not only people with lives outside a forum, but also that they do this for FREE and expect nothing but people to enjoy their creations - and that if they make something in a certain way, maybe it's because it's their vision.

Get over it, learn to make your own mods or stop shoving unrealistic suggestions in people's faces. All of these options are free and far more productive than whatever this "uberclass that can use all guns in the mod but has its own hands" nonsense will achieve.
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LossForWords
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Re: ARACNOCIDE 2.7 (Updated 03/Sep/23)

Post by LossForWords »

Why balance an arsenal around a class and an aesthetic when you can just make a guy that uses every weapon, then make an arsenal that uses all the super cool guns in the game?

Why even make multiple classes with distinct playstyles, anyway? Just make every character use the same homogenous set of Doomguy hands.
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Hellser
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Re: ARACNOCIDE 2.7 (Updated 03/Sep/23)

Post by Hellser »

Let Cosmobyte make their mod as they see fit. I'll be keeping an eye on this thread, and Cosmobyte has been pretty firm about their decision of not having all weapons available for all classes or throw them together for one class. Now then. I haven't looked at this mod... Time to give it a try. :D
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Dr_Cosmobyte
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Re: ARACNOCIDE 2.7 (Updated 03/Sep/23)

Post by Dr_Cosmobyte »

Hellser wrote: Fri Sep 29, 2023 10:35 pm Let Cosmobyte make their mod as they see fit. I'll be keeping an eye on this thread, and Cosmobyte has been pretty firm about their decision of not having all weapons available for all classes or throw them together for one class. Now then. I haven't looked at this mod... Time to give it a try. :D
Hope you have fun!

In the meantime: Tyrant120 has recorded a video with Luc:

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Hellser
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Re: ARACNOCIDE 2.7 (Updated 03/Sep/23)

Post by Hellser »

Having toyed around with it and now starting a play through with Plutonia 2, I gotta say... I like what I see. You've also managed to make each weapon viable - even pistols. Stella seems to be the class for me, I enjoy the crap out of her accuracy - not even caring if it means staying on target for a bit longer to take down a monster. Going back to the 'each weapon viable', you've even managed that with shotguns. Choosing between the C12 or the SWP-12 is a matter of 'do I need accurate shots or do I really, really need to mow down a quartet of demons before me'.

My only complaint - which might be more of YOUR style, which is perfectly fine, is how some of the weapons sit so high up. That with the muzzle flashes, really obscures the field of view down range. Again, if this is YOUR style, then don't change it. It works, and only requires the user to take a moment from spray and praying to seek out new targets. I'm used to playing mods like DRLA or Smooth Weapons, so I'm a 'hold down the trigger' kind of person. But overall, I really really do like what I see. I'll be back later on with more thoughts if I have any after I put a couple hours more into PL2.
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Dr_Cosmobyte
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Re: ARACNOCIDE 2.7 (Updated 03/Sep/23)

Post by Dr_Cosmobyte »

Ah, don't worry, i see where you come from, another player has made the same statement about Dutch's weapons. I'll await for more feedback!
Yokoreta
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Re: ARACNOCIDE 2.7 (Updated 03/Sep/23)

Post by Yokoreta »

My only complain is that some melee weapons like Simon's or some grenades like Marion's mine moves the camera but then don't return to the exact position before using it, and that also makes the mine go to the left instead to where I'm aiming (I also feel that with the melee weapons but not sure)
Still your mods always rocks!
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Dr_Cosmobyte
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Re: ARACNOCIDE 2.7 (Updated 03/Sep/23)

Post by Dr_Cosmobyte »

Yokoreta wrote: Sun Oct 01, 2023 5:41 pm My only complain is that some melee weapons like Simon's or some grenades like Marion's mine moves the camera but then don't return to the exact position before using it, and that also makes the mine go to the left instead to where I'm aiming (I also feel that with the melee weapons but not sure)
Still your mods always rocks!
Thanks for playing! I'll note that down for future updates!
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Shatter-Thought[V-4]
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Re: ARACNOCIDE 2.7 (Updated 03/Sep/23)

Post by Shatter-Thought[V-4] »

I have been enjoying each update so far, tons of fun with some very great upgrades to the art and functions, and I like the latest character quite a bit.

I found using this mod on "Tempest Infestation" from the DPB forums works quite nicely overall.

I would really like to see the hanging corpse decor items being solid be resolved as a number of maps use them to decorate passageways that are meant to be passable through them, maybe even having them be destructible for a bit of gory goodness, but passable at the least like normally.

This is one of my favorite mods of all time!
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Dr_Cosmobyte
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Re: ARACNOCIDE 2.7 (Updated 03/Sep/23)

Post by Dr_Cosmobyte »

Shatter-Thought[V-4] wrote: Sun Oct 08, 2023 10:29 pm I would really like to see the hanging corpse decor items being solid be resolved as a number of maps use them to decorate passageways that are meant to be passable through them, maybe even having them be destructible for a bit of gory goodness, but passable at the least like normally.

This is one of my favorite mods of all time!
Thanks! But what issue you're having with hanging corpses?

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