ARACNOCIDE 2.9b (Updated 26/APR/25)

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Dr_Cosmobyte
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Re: ARACNOCIDE 2.8 (Updated 06/AUG/24)

Post by Dr_Cosmobyte »

Yokoreta wrote: Sat Aug 17, 2024 6:01 pm Oh I'm using lzdoom 3.88b, if I shoot too close to a wall the bullets can hit me
It's happening on my current run with Marion's revolver
You can try facing a wall and then aiming a little lower to test

Well, thanks for the information!

I really had a rough time trying to learn how to make ricocheting hitscans using only decorate, but i couldn't find any sources (maybe a google skill), and so i had to rely on a ZScript code made by a friend, which then i had to edit a little so the tracers wouldn't search infinitely for a target.

EDIT: Okay so coming home and putting it to test. Happened in GZDoom 4.10 as well, probably will happen in any port. I don't think i'll be able to find an easy solution for this, so my recommendation is: Don't fire this close to a wall.
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BLSZDOOM
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Re: ARACNOCIDE 2.8 (Updated 06/AUG/24)

Post by BLSZDOOM »

hey there, i got a sugestion :the sugestion is that can you make it so we gain one upgrade part if we kill all enemies in the level?also i noticed that for some monster packs out there shotgunners will drop either a shotgun or a assault rifle plus i even saw chaingunner dropping a smg,i understand you are suposed to go against the dreaded spiders but i think the mod could use a bit of modification to make it so shotgunner replacements only droped shotguns or even have special features such as brutal doom enemies packs has a pistol zombie and a smg zombie so it would make sense for them to either only drop ammo or in the case of smg zombie drop a smg or ammo and make it so the chaingunner only dropped a assault rifle.
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Re: ARACNOCIDE 2.8 (Updated 06/AUG/24)

Post by Dr_Cosmobyte »

BLSZDOOM wrote: Thu Aug 22, 2024 9:44 am hey there, i got a sugestion :the sugestion is that can you make it so we gain one upgrade part if we kill all enemies in the level?also i noticed that for some monster packs out there shotgunners will drop either a shotgun or a assault rifle plus i even saw chaingunner dropping a smg,i understand you are suposed to go against the dreaded spiders but i think the mod could use a bit of modification to make it so shotgunner replacements only droped shotguns or even have special features such as brutal doom enemies packs has a pistol zombie and a smg zombie so it would make sense for them to either only drop ammo or in the case of smg zombie drop a smg or ammo and make it so the chaingunner only dropped a assault rifle.
About the idea of dropping upgrade kits:

Indeed the game needs a more solid way to drop them instead of random chances, but relying on monster counts might end up not working with all monster packs.
I remember some mods such as Project Malice having bugs that not all monsters could be killed.

An idea i always had and never put to pratice is to alternate reliably between Backpacks and Upgrade kits using tokens. So you would always know what you would drop based on the last thing.

I'll put some effort on this for 2.9.

About the weapon drops, here's how it works:

Shotgun replacement: First it checks if you have a shotgun. If you don't, it drops one. If you do, it'll drop an assault rifle instead. If you have both, it alternates randomly between both.

Chaingun replacement: Checks if you have an SMG. If you have it, it gives you a revolver, same behaviour.

Super Shotgun replacement: Checks for an SSG, if you have one, it drops a Light Machinegun, yadda yadda.

I can't alter the way these spawner works or else there's no place i can put them.
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BLSZDOOM
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Re: ARACNOCIDE 2.8 (Updated 06/AUG/24)

Post by BLSZDOOM »

i understand,funny you mention random chance as i assumed it was 50% chance that it replaced backpacks,as for how weapons drop it does make sense,thanks for responding man looking forward to 2.9.
Chibb
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Re: ARACNOCIDE 2.8 (Updated 06/AUG/24)

Post by Chibb »

Hello Dr. Cosmobyte, is there a version of Arachnocide that works for Freedom Android?
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Re: ARACNOCIDE 2.8 (Updated 06/AUG/24)

Post by Dr_Cosmobyte »

I have waited until April 2nd to say this, so it wouldn't sound like a prank.

Aracnocide is going to be updated this month, and it'll be better than you think!

My initial idea was to release it on April 22, because it would mark the 9th anniversary of the mod's release, but the mod is pretty much good to go, only need some adjustments to do, so if push comes to shove, you'll play soon!

Stay tuned.
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BLSZDOOM
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Re: ARACNOCIDE 2.8 (Updated 06/AUG/24)

Post by BLSZDOOM »

the great return.
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Re: ARACNOCIDE 2.8 (Updated 06/AUG/24)

Post by Dr_Cosmobyte »

Chibb wrote: Sat Mar 15, 2025 1:09 pm Hello Dr. Cosmobyte, is there a version of Arachnocide that works for Freedom Android?
Sorry man, I'm not so experienced in Doom for cellphones.
Lukedaniel14
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Re: ARACNOCIDE 2.8 (Updated 06/AUG/24)

Post by Lukedaniel14 »

Hi, could you add angled weapon sprites to this mod? I really love the weapon designs, but most only show iron sights.
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Re: ARACNOCIDE 2.8 (Updated 06/AUG/24)

Post by Dr_Cosmobyte »

Lukedaniel14 wrote: Sun Apr 20, 2025 8:50 am Hi, could you add angled weapon sprites to this mod? I really love the weapon designs, but most only show iron sights.
The mod has 200 weapons.
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Re: ARACNOCIDE 2.9 (Updated 22/APR/25)

Post by Dr_Cosmobyte »

Tomorrow, this mod will celebrate 9 years since its release in 2016. In order to bring something to level the amount of polish this mod deserves, i worked tirelessly for weeks on end, and the result might make the worth satisfactory.

The changelog is so big, SO BIG, that i can't just post it here, so i'll just say this:

Many weapons got new sprites, grenades now have a charging bar that affects throw distance, completely new HUD, guns are faster, reload faster, Backpacks now spawn a Super Shotgun alongside it to solve once and for all the Doom 1 Super Shotgun drama... and i'll attach the changelog in here so you can see for yourself!

And the most important: the ENEMIES ARE FINALLY UPDATED! Now enemies work with Doom, Heretic, Hexen and Chex Quest, they are faster, deadlier, their code is more streamlined and they can come up with surprises.

Enjoy your new experiences. =)

I've also included some extra documents teaching how to add new classes, learning how i came up with the formulas for the damage charts and the usual credits and changelog list.

HAVE FUN!
Small Changelog 2944.txt
(5.75 KiB) Downloaded 132 times
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BLSZDOOM
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Re: ARACNOCIDE 2.9 (Updated 22/APR/25)

Post by BLSZDOOM »

YES THE ARACNOCIDE INITIATIVE IS BACK!DOOM'S MIGHTIEST HEROES!
AvzinElkein
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Re: ARACNOCIDE 2.9 (Updated 22/APR/25)

Post by AvzinElkein »

I think I found a bug. Some spiders spit green stuff that turns the screen slightly green but doesn't appear to do damage.
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Re: ARACNOCIDE 2.9 (Updated 22/APR/25)

Post by Enjay »

AvzinElkein wrote: Wed Apr 23, 2025 9:19 am I think I found a bug.
I mean... I think that's the mod right there. ;)

Seriously though, do you know which ones do that? These ones?

If so, their projectiles do poison damage. They hit you and you take several small amounts of damage over a period of time. It is certainly happening for me. If you play on the easiest setting, it doesn't seem to be much damage (just 1HP per bout of poisoning I think) but it still happens.
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Re: ARACNOCIDE 2.9b (Updated 26/APR/25)

Post by Dr_Cosmobyte »

After a few days of waiting, the mod is updated now!

This time the changelog is not too big, and it's easily readable, but i fixed the overhealth bar, fixed some sprite tweaks and a few more things, such as new musics and some cool artworks Skelegant made years ago!
Spoiler: changelog 2.9b

Have fun!
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