ARACNOCIDE 2.1 (Updated 21/jan/23)

Projects that alter game functions but do not include new maps belong here.
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YasuoProjectX
Posts: 183
Joined: Tue Oct 09, 2018 6:37 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Ionia

Re: Aracnocide [02/04/19] Updated Again!

Post by YasuoProjectX »

at least i have Colonial Marines Arsenal, which is perfect to use Aracnocide Enemies instead of Aliens lol

After 20 Minutes later...

oohh wait is that Stealth Face Hugger? OH SNAP!!
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Helion
Posts: 18
Joined: Fri Sep 20, 2013 5:53 pm

Re: Aracnocide [02/04/19] Updated Again!

Post by Helion »

There's a bug, if you have full ammo for a weapon, you still pick up weapon pickups (shotguns from shotgun sergeants) and thus waste ammo.
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Dr_Cosmobyte
Posts: 2581
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: Aracnocide [02/04/19] Updated Again!

Post by Dr_Cosmobyte »

Hi there! It's a known bug, and even although i am aware, i couldn't find a way to solve it since i went back to mess with Aracnocide. But rest assured if i get to (or somebody does, though i am not going to beg anybody) solve the bug, there'll be another update ASAP. =)
Burly Jim
Posts: 10
Joined: Fri Nov 17, 2017 3:38 pm

Re: Aracnocide [02/04/19] Updated Again!

Post by Burly Jim »

Hi there! Really enjoying your mod. I was taking notes on the characters and wanted to test the upgrades easily. Is there a command to summon them, or is it tied specifically to backpack summons?
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Dr_Cosmobyte
Posts: 2581
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: Aracnocide [02/04/19] Updated Again!

Post by Dr_Cosmobyte »

Actually, they're flagged as not being able to obtain with standard IDFA/IDKFA cheats,

BUT

You can type "give all" or "give everything" (without quotes) on console, or even, type "summon ARWPBOX" for summoning the upgrade kit (i believe that's the name).

Thanks for enjoying the game!

As for "what happened to Aracnocide", Blue Shadow helped me solving the infinite weapon pickup bug! He was extremely kind and i wanted to work on this as soon as possible, but i do have to admit i am not in the mood, since i have other mods and real life stuff on the way.

But don't be disappointed! As soon as this is all solved, you'll see some updates here and there =)
saladofstones
Posts: 21
Joined: Tue Jul 31, 2018 3:33 pm

Re: Aracnocide [02/04/19] Updated Again!

Post by saladofstones »

At least for me I get a soft crash whenever I try to upgrade my weapons.
https://i.imgur.com/7ayfQzr.png
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Dr_Cosmobyte
Posts: 2581
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: Aracnocide [02/04/19] Updated Again!

Post by Dr_Cosmobyte »

Interesting, i thought i got rid of that.

Can you tell which class and weapon you got the bug? If possible, I'll upload another bugfix. In the meantime, I'd recommend you try older and newer versions of GZDoom/Zandronum

:)
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Dr_Cosmobyte
Posts: 2581
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: Aracnocide [06/08/19] Back on track!

Post by Dr_Cosmobyte »

Hello you all!

After some months procrastinating, i've finally finished an update to Aracnocide! This new update finally fixes the "infinite weapon pickup bug", swaps a weapon for Stella (as well as adding an upgrade to her!), some code fixed, and the coolest of them all; Aracnocide Weapons are now compatible with Heretic, Hexen and Hacx 2.0!

Enemies, however, aren't compatible yet (and probably not too many of you give a damn), but soon i'll be able to pull them off to other universes. Also, for being outdated, the complete game file is down for now. In any case, suggestions, complainings and feedback, leave them here!
Spoiler: Detailed changelog:
Have fun and Get psyched! Oh wait, this is for another mod...
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mrtaterz
Posts: 236
Joined: Wed Feb 14, 2018 8:47 pm
Graphics Processor: nVidia with Vulkan support

Re: Aracnocide [06/08/19] Back on track!

Post by mrtaterz »

Thank you for fixing the weapon pickup bug! I love this mod so much and can't wait to play it more with Maps of Chaos!
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Captain J
 
 
Posts: 16860
Joined: Tue Oct 02, 2012 2:20 am
Location: A Year old Pizza Box

Re: Aracnocide [06/08/19] Back on track!

Post by Captain J »

Excellent update, my friend!
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Helion
Posts: 18
Joined: Fri Sep 20, 2013 5:53 pm

Re: Aracnocide [06/08/19] Hacx! Hexen! Heretic!

Post by Helion »

Um, is it just me or is the FG42 firing sound exactly the same?

Also, what's the cheat to give myself upgrades?
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Dr_Cosmobyte
Posts: 2581
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: Aracnocide [06/08/19] Hacx! Hexen! Heretic!

Post by Dr_Cosmobyte »

Maybe the upgraded FG42 has a different sound then... this is part of a older changelog some months back.

Type "Summon ARWPBOX" without quotes in the console ;)
Someone64
Posts: 414
Joined: Tue Feb 23, 2016 11:59 am

Re: Aracnocide [06/08/19] Hacx! Hexen! Heretic!

Post by Someone64 »

Loving the changes! Though, now it seems that the kick is WAY stronger than melee weapons now, which is strange.

Also, I think it would be nice if weapons had an indicator that shows that they're upgradable.
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StroggVorbis
Posts: 861
Joined: Wed Nov 08, 2017 4:23 pm
Graphics Processor: nVidia with Vulkan support
Location: Germany

Re: Aracnocide [06/08/19] Hacx! Hexen! Heretic!

Post by StroggVorbis »

Another update, yay :D
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Dr_Cosmobyte
Posts: 2581
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: Aracnocide [06/08/19] Hacx! Hexen! Heretic!

Post by Dr_Cosmobyte »

Someone64 wrote:Loving the changes! Though, now it seems that the kick is WAY stronger than melee weapons now, which is strange.

Also, I think it would be nice if weapons had an indicator that shows that they're upgradable.
Whoops, i might nerf that a bit, sometimes i forget melee attacks multiply themselves higher than usual. I also plan to buff melee weapons so they don't feel useless.

Noted down the suggestions, thanks!

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