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Re: ARACNOCIDE 2.1 (Updated 21/jan/23)

Posted: Fri Feb 03, 2023 7:38 pm
by KTwo
Just a small detail I've noticed until now, the LT-23 / KS-23 ejected shells are red (Commonly for a 12ga shotgun)
Is there a chance the LT shells color could be changed to yellow?

Re: ARACNOCIDE 2.1 (Updated 21/jan/23)

Posted: Sun Feb 05, 2023 10:15 am
by Dr_Cosmobyte
KTwo wrote: Fri Feb 03, 2023 7:38 pm Just a small detail I've noticed until now, the LT-23 / KS-23 ejected shells are red (Commonly for a 12ga shotgun)
Is there a chance the LT shells color could be changed to yellow?
Good idea!

I might add those when 2.2 comes out!

In the meantime, i'd like to announce that a good friend of mine, Goaldude-00 is making a mapset for Aracnocide, and i'd like to upload a demo of it for you all.
I'll post here, and in the front page, HAVE FUN!

Click Here to download Infestation!

Re: ARACNOCIDE 2.1 (Updated 21/jan/23)

Posted: Mon Feb 06, 2023 9:38 am
by Dr_Cosmobyte
Sorry for the double posting, but yesterday i watched a video of some dudes reacting to a Dolph Lundgren movie called "Red Scorpion", which i never saw before.

The movie had my attention to one thing, and i think it fits Aracnocide's wackiness perfectly as a Mikhail substitute for the DP27.
Spoiler:
What are your thoughts?

Re: ARACNOCIDE 2.1 (Updated 21/jan/23)

Posted: Mon Feb 06, 2023 10:09 am
by AmissaAnima
Excuse me but i watched your trailer but i didn't find any Spiders in it, Can you give me the exact timestamp where they show up?

Re: ARACNOCIDE 2.1 (Updated 21/jan/23)

Posted: Mon Feb 06, 2023 10:43 am
by Dr_Cosmobyte
AmissaAnima wrote: Mon Feb 06, 2023 10:09 am Excuse me but i watched your trailer but i didn't find any Spiders in it, Can you give me the exact timestamp where they show up?
They're not in the trailer, because I haven't updated the enemy pack yet. I still have some adjustments to do here and there before i can get to it. If anything, the trailer reinforces the fact that Aracnocide doesn't need to be a singular experience, you can combine it with multiple monster mods.

Re: ARACNOCIDE 2.1 (Updated 21/jan/23)

Posted: Tue Feb 07, 2023 1:04 am
by KTwo
Leave it as an upgrade ngl

Re: ARACNOCIDE 2.1 (Updated 21/jan/23)

Posted: Tue Feb 07, 2023 6:45 pm
by AmissaAnima
Dr_Cosmobyte wrote: Mon Feb 06, 2023 10:43 am
AmissaAnima wrote: Mon Feb 06, 2023 10:09 am Excuse me but i watched your trailer but i didn't find any Spiders in it, Can you give me the exact timestamp where they show up?
They're not in the trailer, because I haven't updated the enemy pack yet. I still have some adjustments to do here and there before i can get to it. If anything, the trailer reinforces the fact that Aracnocide doesn't need to be a singular experience, you can combine it with multiple monster mods.
Ah understood, I wish you the best of luck and thank you for the response.

Re: ARACNOCIDE 2.1 (Updated 21/jan/23)

Posted: Wed Feb 08, 2023 3:20 pm
by cosmos10040
I would likento point out that I get tons of force close issues without logs when I run Aracnicide with other companion mods like zombie bros, Rex Rambo, smart marine, xims companion, etc. I have tried the same set up with other mods and no crashing, the only common factor is that Aracnicide for some reason does not like companion 😔

Re: ARACNOCIDE 2.1 (Updated 21/jan/23)

Posted: Thu Feb 09, 2023 3:08 pm
by Dr_Cosmobyte
That's really weird... and you don't get any kind of crashes with Aracnocide alone?

Can you try playing in other sourceport versions?

Re: ARACNOCIDE 2.1 (Updated 21/jan/23)

Posted: Fri Feb 10, 2023 11:38 am
by cosmos10040
Dr_Cosmobyte wrote: Thu Feb 09, 2023 3:08 pm That's really weird... and you don't get any kind of crashes with Aracnocide alone?

Can you try playing in other sourceport versions?
Yes it crashes on delta touch using gzdoom or lzdoom. Only three mods loaded

Aracnicide
Vdp enemy randomizer ( I even removed this and only had two mods)
Zombiebros

I can run aracnicide with 50 mods and it's fine. But I think as soon as enemies starts to Spawn with the companions running that's when it just crashes

Re: ARACNOCIDE 2.1 (Updated 21/jan/23)

Posted: Fri Feb 10, 2023 12:08 pm
by Death_Ripper666
Dr_Cosmobyte wrote: Mon Feb 06, 2023 9:38 am Sorry for the double posting, but yesterday i watched a video of some dudes reacting to a Dolph Lundgren movie called "Red Scorpion", which i never saw before.

The movie had my attention to one thing, and i think it fits Aracnocide's wackiness perfectly as a Mikhail substitute for the DP27.

What are your thoughts?
That would look interesting on Aracnocide, I wonder what it capable of doing in term of fire rates and damage it can do hmmm?

Re: ARACNOCIDE 2.1 (Updated 21/jan/23)

Posted: Fri Feb 10, 2023 1:50 pm
by openroadracer
Dr_Cosmobyte wrote: Mon Feb 06, 2023 9:38 amSorry for the double posting, but yesterday i watched a video of some dudes reacting to a Dolph Lundgren movie called "Red Scorpion", which i never saw before.

The movie had my attention to one thing, and i think it fits Aracnocide's wackiness perfectly as a Mikhail substitute for the DP27.

What are your thoughts?
Don't make it replace the DP outright; include it as the DP's upgraded form.

Re: ARACNOCIDE 2.1 (Updated 21/jan/23)

Posted: Fri Feb 10, 2023 5:46 pm
by KTwo
I agree with leaving it as an upgrade
It would be better to have main weapons accurately looking as their irl counterparts then bring the funky ideas as upgrades
Like a mag fed KS-23

Re: ARACNOCIDE 2.1 (Updated 21/jan/23)

Posted: Sat Feb 11, 2023 7:09 am
by Dr_Cosmobyte
The idea is good, but i have already made the 10th upgrade for each class that lacked it, being them Stella, Mikhail, Derrick and Marion.

Also, one thing i've been coming across is how weak Simon's revolvers are, and i just discovered that the piercing attack wasn't getting multiplicated by 3, like normal weapon damage.

This is fixed for the next update, as well as Stella's Sniper Rifle upgrade. Sorry for the inconvenience and stay around for a next build!

Re: ARACNOCIDE 2.1 (Updated 21/jan/23)

Posted: Mon Feb 13, 2023 10:43 pm
by Dr_Cosmobyte
Double posting again, but i thought i had to share this small dev diary.

After having a conversation with LossForWords, he stated how unnatural and wonky Simon's quick melee was, so we thought about other alternatives, such as a brick. And then i remembered Simon used to have fists in the earlier builds of the mod.

And so i decided to do this:



Aracnocide's 2.2 build is very close to getting released. I just need a few more days of testing and personal organization.

Stay tuned for more surprises. o7