ARACNOCIDE 2.8 (Updated 06/AUG/24)

Projects that alter game functions but do not include new maps belong here.
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Crudux Cruo
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Re: Aracnocide 3.0 [Update 03/12] - Weapon/Enemies Mod

Post by Crudux Cruo »

Wow, what an update! so many cool things in here that i don't know what to say except good job!

the bat is much improved, the crowbar still has a frame out of whack when you hold your attack, so here you are.
CROGE0.png
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Dr_Cosmobyte
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Re: Aracnocide 3.0 [Update 03/12] - Weapon/Enemies Mod

Post by Dr_Cosmobyte »

I already had one ready for a quick fix (forgot some things behind) but yours is a mile better! Just finished implementing. :)


EDIT: quick hotfix!

Changelog:

- New icons for every weapon including melee and throwable weapons.
- New sprite for crowbar hold (Thanks for Crudux Cruo!)
- New sounds for Caterpillar
- Fixed ammo icon for Black Hole Generator.
- Restored Nightvision Goggles (Light Radius sphere... bullshit)
- Fixed grenade bounciness.
- Something i forgot again.
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Doctrine Gamer
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Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod

Post by Doctrine Gamer »

Very fun your mod, killing bugs was better than killing demons in hell. I've always found spiders as devils, spiders are very sinister animals.

Ever tried making your mod compatible with other wads? Herectic as an example that matches the theme of spiders due to some environments.

Congratulations on the fun mod, the guns got really good too. :wub:
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Dr_Cosmobyte
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Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod

Post by Dr_Cosmobyte »

A heretic compatibility patch just like lowtech is on the list, but is a low priority for now. I dunno, sometimes i wake up and finish everything in one single trial, sometimes i end up playing 4+ hours and don't do a single line.

But i am flattered you like it! And the mod keeps on rolling, stay tuned once in a while! ;)
ArchXeno
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Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod

Post by ArchXeno »

I get a few P_startscript: Unknown Script "SmokeToggle" and P_startscript: Unknown Script "CasingToggle" printed in the console whenever I fire a gun with the weapons only wad
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Dr_Cosmobyte
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Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod

Post by Dr_Cosmobyte »

!!! Damn i must have forgot to import some documents.

I'm sorry, gonna fix as soon as possible.

EDIT: I think i solved it. All i had to do was to recompile he ACS. If you could try redownloading...

Not only that, but i fixed the Black Hole Generator, buffed Desert Eagle by 4 points and the new frames for the FG-42 which somehow i've forgot.

The Aracnocide main file will get the FG-42 new frames in a near future, because i'm working on a little patch for extra content.

Everything for your pleasure. :)
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Dr_Cosmobyte
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Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod

Post by Dr_Cosmobyte »

Time for a question about extra content, guys.

So, i've played a lot with johnny/Crudux Cruo's CC.TakeABreak, which is a mod that adds drinking and smoking to the game, just like the recent Crudux Cruo Release.

For those who don't know, smoking gives you health and drinking gives you armor, like on the screenshots below:

Image

Image

Do you guys think it would be a good idea to implement it on the game? If yes, should it be restricted? Should it be hard/easy to find?

Or just make it as an optional patch? Or maybe not even doing it?

I await your feedback. Even if you don't play the game too much. ;)
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Doctrine Gamer
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Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod

Post by Doctrine Gamer »

For now leaves as additional Patch, if it is well accepted it adds in future updates.
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Captain J
 
 
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Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod

Post by Captain J »

Now this mod has booze and cigarette too? To make it less same as lethaldoom, perhaps make them able to use only once or include them with backpack?
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Dr_Cosmobyte
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Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod

Post by Dr_Cosmobyte »

It is not implemented yet, captain. I just wanted to know if it would be somehing cool to add. Using only once, and one per backpack is a good idea, i could even ask Crudux Cruo's permission to adapt the same functions from BDBU.pk3 and make the player smoke/drink everytime you press fire.
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YukesVonFaust
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Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod

Post by YukesVonFaust »

Optional patch for sure. also, what map is that on the screenshots?
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Dr_Cosmobyte
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Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod

Post by Dr_Cosmobyte »

BD64 maps, i downloaded the game recently.
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Doctrine Gamer
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Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod

Post by Doctrine Gamer »

GAA1992 wrote:BD64 maps, i downloaded the game recently.
And how can you download these maps separately? :shock:
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Dr_Cosmobyte
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Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod

Post by Dr_Cosmobyte »

I couldn't. The file is 350mb compressed: 20 of game itself, 60 of maps and more than 200 just of music. All the doom 64 musics I've got here aren't more than 50mb.
Deii
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Re: Aracnocide 3.0 [Update 04/12] - Weapon/Enemies Mod

Post by Deii »

I LIVE

Alright, so! A bit late but sorry to hear about you being fired - I myself was fired right in the middle of October for somewhat similar reasons and am still working out the kinks in the process - bureaucracy and employers unwilling to lift a finger are hell.

I got the latest update and all I can say is...wow. This mod has come one hell of a long way ever since I found out about it, and boy is it fun to play. The new sprites kick ass, the monsters are annoying enough that I get a little relief when I kill one, and the choice to release a weapons/monster only version of it was actually a pretty good idea.

On another note, I noticed all weapons that can be reloaded have the reload function mapped to both the altfire and to the reload key. Is this like...intentional or something? It's been bugging me for a while now.

Also, I'm definitely voting for the smoking and drinking to be included as a separate patch. Otherwise, keep up the good work!

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