ARACNOCIDE 2.8 (Updated 06/AUG/24)

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
Dr_Cosmobyte
Posts: 2800
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.

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

Post by Dr_Cosmobyte »

I haven't solved the problem, but i bring you guys a Hotfix for previous update!

http://www.mediafire.com/file/v94brdzyb ... -28-09.rar

- Nerfed Avalon Spider gas speed.
- Nerfed Arachnophobia ammo amount.
- Enemies on Arachnophobia deal more damage.
- Took those HEXEN sky textures out.
- Renamed the file properly.
- Fixed PSX Powerslave scorpion states.
- A new quit message.
- New Flame sprites for the Flamethrower.
- Nerfed Ammo spawners.

I might be off my projects until monday, so i think this should do for now. Go get your Aracnocide copies, everyone!
Deii
Posts: 186
Joined: Sun Nov 01, 2015 6:50 pm

Re: Aracnocide [Update 28/09] - Weapon/Enemies Mod

Post by Deii »

Well it's been a while but I finally gave this one a try again and it's pretty good! I just don't really like how a lot of the monsters are so small, it makes aiming at them a bit hard (although I've convinced myself that's the intention). :p

I've yet to play a lot with this mod of yours, but I think there's a bug with the crossbow - if you run out of ammo and switch to another weapon, you can see a bolt loaded in it.
User avatar
Dr_Cosmobyte
Posts: 2800
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.

Re: Aracnocide [Update 28/09] - Weapon/Enemies Mod

Post by Dr_Cosmobyte »

I want to say sorry for turning my back on this for so long, but i just can't keep my mind on many things at a time. I'm not a multi-task man. :s

But, i know the game still crashses for some ungodly reason. So, to avoid breaking gameplays for such, i released a quick pk3 that has only the game enemies, allowing you guys to use any weapon pack of your choice!

It uses a MAPINFO edit, that shouldn't be a big deal. I tested with many things and they went right.

While this can carry on the game vitality for a little bit more, i am going to do what i can to rewrite weapon codings and see if i can find the main error in here.

While we're on the thread, user Mosshopper made two maps exclusively for Aracnocide! According to him, it's still a WIP and he plans on doing two levels more. I felt really happy on discovering about it.

Link: https://www.doomworld.com/vb/post/1684072

Download them and cheer up the guy if possible. I don't know if he's going to create an thread for it, but for now, i'll leave this link in here. :)

Have fun :)
User avatar
Dr_Cosmobyte
Posts: 2800
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.

Re: Aracnocide [Update 28/09] - Weapon/Enemies Mod

Post by Dr_Cosmobyte »

Guys, i'm sorry for necroposting, but i would like to say that i'm still working on this.

I got fired yesterday morning, so, i might have more time to rely on some stuff;

some weapons will be class specific, there'll be more weapons, and some new stuff you'll find interesting!

I couldn't fix the freeze bug. I will release a version out soon for some expert coder to help me out.

Also, i will post screenies as soon as possible.

Thanks for your attention in advance. :)
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: Aracnocide [Update 28/09] - Weapon/Enemies Mod

Post by Captain J »

Fired? Oow, what happened? Anyway glad you're reworking on this mod, it's still my favorite, too.
User avatar
Lime
Posts: 128
Joined: Sat May 07, 2016 12:31 am
Location: Outside of an Abandoned Building

Re: Aracnocide [Update 28/09] - Weapon/Enemies Mod

Post by Lime »

This Mod is also one of my favorites. actually it brings me Arachnophobia just from looking at it, so this is the mod to kill that fear. I'll keep an eye for future updates.

- Also, Are you Ok from what happened?
User avatar
Crudux Cruo
Posts: 1165
Joined: Mon Apr 10, 2006 8:43 pm
Location: California

Re: Aracnocide [Update 28/09] - Weapon/Enemies Mod

Post by Crudux Cruo »

sorry about that friend, its tough, but keep your chin up!
I just tried this out and i actually like it quite a bit. i can tell this isn't trying to be a tactical mod, so i'm sorta taking the weapon mechanics and animations with a grain of salt, and i think this is fun.
I would certainly lower the gravity and bounciness of the grenade launcher. also casings are pretty bouncy.
while playing through tnt i found i hard to find pistol ammo, but i had loads of shotgun ammo.
I played though the second class, gonna switch to the first and get back to you. I'm playing on the kingdom of the spiders difficulty.

one major thing is that your crowbar and your baseball bat are NOT widescreen friendly. thats a major bug.
Miguel371xd
Posts: 136
Joined: Mon Dec 28, 2015 7:04 pm

Re: Aracnocide [Update 28/09] - Weapon/Enemies Mod

Post by Miguel371xd »

Can u release a weapons only version Please?
User avatar
Dr_Cosmobyte
Posts: 2800
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.

Re: Aracnocide [Update 28/09] - Weapon/Enemies Mod

Post by Dr_Cosmobyte »

Don't worry about it man, there'll be a new version very soon :)
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: Aracnocide [Update 28/09] - Weapon/Enemies Mod

Post by Captain J »

Of course, our dream could come true like this if we can wait.
User avatar
Dr_Cosmobyte
Posts: 2800
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.

Re: Aracnocide 3.0 [Update 03/12] - Weapon/Enemies Mod

Post by Dr_Cosmobyte »

First of all, thanks for the kind words guys, it really cheers me up to keep working this.

Not trying to fake modesty, i got fired for lack of attention and they've given way more chances than i deserved. I can't complain. I'm sad, but i'm slowly getting convinced that it was my fault and i should learn from it. If i could fix the errors in the past, i'd most likely get the bad news a little ahead, since i wouldn't learn from them, right?

Anyway, Crudux:

Check out this new update ;) Baseball bat is ready to beat up the brats.

I'll tweak the grenades in the future, i just need some time more.

Deii - thanks for noticing the crossbow bug, Fixed!

Miguel: Weapon pack released man! Hope you like the new weapons!

Oh yeah, i'm sorry if that disappoint you guys, but both the BFG9000(the upgrade) and the akimbo Uzis were taken off. They were kinda futile for the places they were occupying.

As i said before, now weapons are class specific (though you can see most of them with IDKFA/IDFA), and are represented with numbers corresponding to their slots. A number coloured the same way as the square around it means it's the weak weapon of that slot; the number painted on a orange tone it's the strongest on it's tier. Ammo follows a kinda different pattern, but I'll leave it up to you guys.

Hope you all like the new update! :)
Miguel371xd
Posts: 136
Joined: Mon Dec 28, 2015 7:04 pm

Re: Aracnocide 3.0 [Update 03/12] - Weapon/Enemies Mod

Post by Miguel371xd »

GAA1992 wrote:First of all, thanks for the kind words guys, it really cheers me up to keep working this.

Not trying to fake modesty, i got fired for lack of attention and they've given way more chances than i deserved. I can't complain. I'm sad, but i'm slowly getting convinced that it was my fault and i should learn from it. If i could fix the errors in the past, i'd most likely get the bad news a little ahead, since i wouldn't learn from them, right?

Anyway, Crudux:

Check out this new update ;) Baseball bat is ready to beat up the brats.

I'll tweak the grenades in the future, i just need some time more.

Deii - thanks for noticing the crossbow bug, Fixed!

Miguel: Weapon pack released man! Hope you like the new weapons!

Oh yeah, i'm sorry if that disappoint you guys, but both the BFG9000(the upgrade) and the akimbo Uzis were taken off. They were kinda futile for the places they were occupying.

As i said before, now weapons are class specific (though you can see most of them with IDKFA/IDFA), and are represented with numbers corresponding to their slots. A number coloured the same way as the square around it means it's the weak weapon of that slot; the number painted on a orange tone it's the strongest on it's tier. Ammo follows a kinda different pattern, but I'll leave it up to you guys.

Hope you all like the new update! :)
Oh Yes! ¡Thanks GAA1992! :D but work with zdoom? my pc can't run gzdoom :|
User avatar
YukesVonFaust
Posts: 1345
Joined: Mon Feb 09, 2015 9:00 am
Location: in an undisclosed location that is the philippines

Re: Aracnocide 3.0 [Update 03/12] - Weapon/Enemies Mod

Post by YukesVonFaust »

GAA1992 wrote:Oh yeah, i'm sorry if that disappoint you guys, but both the BFG9000(the upgrade) and the akimbo Uzis were taken off. They were kinda futile for the places they were occupying.
First of all, This update Rocks my socks off. i enjoyed it.
second, Maybe the Akimbo Uzis and the BFG-9000 should be in the Alternate (or cut and previous version) weapons pack ala Lowtech?
User avatar
Somagu
Posts: 684
Joined: Fri Nov 22, 2013 8:56 pm

Re: Aracnocide 3.0 [Update 03/12] - Weapon/Enemies Mod

Post by Somagu »

I like the class thing going on. Do you have any intention of doing the same with Lowtech and the alternate weapons?
User avatar
Dr_Cosmobyte
Posts: 2800
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.

Re: Aracnocide 3.0 [Update 03/12] - Weapon/Enemies Mod

Post by Dr_Cosmobyte »

Miguel - which version do you use? Probably the status bar and some effects like A_spawnitemEx might not work. But i can run it on gzdoom 1.8.2 though.

Yukes - maybe a third class? I have more than this left outside, but i need some inner organization first. Also, i would like to try out that HUD you showed me :)

Somagu - not a bad idea, but that would mean reworking all the weapon spawn system for both doom and heretic, so, this needs more time.

Return to “Gameplay Mods”