ARACNOCIDE 2.8 (Updated 06/AUG/24)

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mamaluigisbagel
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Re: ARACNOCIDE 2.5b (Updated 08/Jun/23)

Post by mamaluigisbagel »

I first played this mod in v2.2, and after updating to 2.5b, I've got to say I'm disappointed with the removal of the Resident Evil 2 footstep sounds. I always felt those sounds were underutilized in mods, and I really liked them in this. The current footsteps even at max volume (fs_volume_mul 1) are practically silent for me. Other than that nitpick, I love what I've played so far.
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Dr_Cosmobyte
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Re: ARACNOCIDE 2.5b (Updated 08/Jun/23)

Post by Dr_Cosmobyte »

I think you're right!

I wanted to simplify things but it ended up being too generic.
Thanks for the suggestion ;)

EDIT: Restored the RE2 footsteps on my home build.
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Re: ARACNOCIDE 2.5b (Updated 08/Jun/23)

Post by Dr_Cosmobyte »

Dev diary for today:

Gurai The Mockery has recorded yet another video with the weapons to keep the showcase updated. First, i'd like to thank him for the dedication and second, i'd like to apologize the fact this mod is always mutating. Next update is more graphical than others, so a few things will be different from the trailer, such as casing positions, names, hands, some animations, intros, some upgrade messages i forgot to add (thanks to his video that made me realize it), decals, effects... a bit of everything. Nothing that will make the video look obsolete, but a necessary polishment. 2.6 is on its last days.

Below, the video:



Stay tuned!
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Re: ARACNOCIDE 2.6 (Updated 25/Jun/23)

Post by Dr_Cosmobyte »

After 17 days, i thought i should get this out the door so i can have more time for myself.

As i kept saying across this timeline, most of this update is a shiny graphical and sound polishment to the mod. Right out of the bat you'll see a loading screen made from a cartoon by DeeDeeOz! All i did was to edit it on GIMP and convert it to the cursed Planar format. Also, i've finally removed every and all direct references
to other franchises, so i can have my own thing and pay homage to the greats without resting on their laurels (TL;DR = Changed weapon names and added more pretty graphics).

Gameplay wise, you can carry a bit more of explosive ammo, Dutch has a better quick attack, added a few help screens (Press F1 to see them), quit messages are a bit more clear, restored the RE2 footsteps, buffed Blake's upgraded BFG, removed a few weapon bugs, and thanks to LossForWords, added new hand graphics to most weapons for Blake, Marion, Mikhail and Luc!

Changelog is big, so take your time to read it. Have fun!

Spoiler: Changelog 2.6
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Re: ARACNOCIDE 2.6 (Updated 25/Jun/23)

Post by Crazy_Deer »

It's honestly something minor but could there be a setting to make the dog companion optional?
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Re: ARACNOCIDE 2.6 (Updated 25/Jun/23)

Post by Dr_Cosmobyte »

Well, it is possible to do it.

But i presume you don't want to find dogs in your camapign for now, so instead of making you wait for the entire mod to get updated, i can come up with this quick patch to solve your problems with Flint =pp
ARDOGREPLACER.pk3
Just load it after the mod and Flint won't spawn.
You do not have the required permissions to view the files attached to this post.
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Re: ARACNOCIDE 2.6 (Updated 25/Jun/23)

Post by Crazy_Deer »

Thank you. This might sound silly but I get kinda anxious when I have companions in Doom and get sad when they die lol, especially if it's a dog
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Re: ARACNOCIDE 2.6 (Updated 25/Jun/23)

Post by Dr_Cosmobyte »

Wanna hear a bug i'm not willing to solve? Just me and you.

Flint can't die LOL

If he does, just press spacebar next to him. I don't know what causes it, why it happens, but i get sad to see him go away as well, so i left it in.
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Re: ARACNOCIDE 2.6 (Updated 25/Jun/23)

Post by Dr_Cosmobyte »

Okay so, kinda forgot to put this on the last post, but count it as a "where we going now" thing:

I'm giving a small break from Aracnocide weapons. Very few things need to be done there, so i'm not going to pay mind to it.

Right now, the enemies need some love. Much love. Like, all the love it has not received since its conception. It's my first enemy pack and it shows. It has glaring problems such as spongy enemies, cheap reaction time and painchances, bad code, bad identation, bad sprite naming, enemies that were cut from long ago, small hitboxes (this one is the big champion in the complaint list), it's... mediocre, to today's standards.

But don't expect me to start it today. That'll take some time, and meanwhile, i highly recommend you to choose a monster pack from this thread, or from the latest comments that weren't uploaded yet, and make your own fun.

The spiders will come back to haunt you, don't worry. But don't expect them to be merciful, either.
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Re: ARACNOCIDE 2.6 (Updated 25/Jun/23)

Post by Dr_Cosmobyte »

Small dev diary and stuff:

As most updates to the game start, some graphical enhancements are in order, some offsets corrections, i finally fixed a sound issue that i had due to the new footsteps script, some new reloading animations, a few sound replacements and some experimentations with scripts, but nothing that alters the way the mod works in its core.

As for the enemies, i'm still gathering sprites and new sounds, but nothing is really happening on that front. I'm trying to recover from the insane burnout fueled by the desire of getting the latest version in an acceptable state.

This post was more to direct you to a series of videos made by Matt Eldrydge on a recent playthrough he did with Dutch, and help him along the way. He has several videos of playthroughs and weapon showcases, so it's worth stopping by.

Peace!

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Re: ARACNOCIDE 2.7 (Updated 03/Sep/23)

Post by Dr_Cosmobyte »

Hey there!

After almost three months with nothing to show, i had this update stopped because i thought i was going to work on the enemies (ppffffttttt, how naive of me), and then i thought it was unfair to leave you all without it. Changelog is really short, but nothing that justifies a 2.6b, so i renamed it to 2.7 instead. Maybe the best thing i did in here was to add a proper reload for Stella's Buzzsaw and fix an issue that happened with footstep sounds overlapping game sounds.

Have fun!
Spoiler: Changelog
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Re: ARACNOCIDE 2.7 (Updated 03/Sep/23)

Post by StroggVorbis »

Keep up the good work, buddy!
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Re: ARACNOCIDE 2.7 (Updated 03/Sep/23)

Post by Dr_Cosmobyte »

Thanks my man!
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Re: ARACNOCIDE 2.7 (Updated 03/Sep/23)

Post by mike3k »

Great mod with a lot of flavour. Is there a way to spawn weapons of other classes? Also dynamite stick for Blade is really wonky - pity it cant be operated as in blood. Would be nice if blake's crowbar could be somehow upgraded or changeable - as an option - to sth different. Are you planning to add upgrades to the others weapons - like trenchbroom?
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Re: ARACNOCIDE 2.7 (Updated 03/Sep/23)

Post by Dr_Cosmobyte »

Thanks a lot! I'm really proud of what the mod has become so far.

Unfortunately allowing other classes to use other weapons would require me to make sprites of each weapon with hands from other classes (considering the minimal number of sprites for a weapon is between 5 or 6, that would mean each new weapon would require 42 new sprites), and make checks for each of those classes. It's more than what i can do.

Also, i do have many unused assets from previous builds (the Wildey Hunter, the StG-44, the Barrett, the MP5, the Tommygun, the Panzerfaust...), but i decided to make 14 weapons + 11 upgrades for all 8 classes, which closes in at 200, a rather symbolic number. DoomRLA has 240 weapons if i recall correctly, so i would only add more weapons if i could come up with good sprites, sounds, code and good ideas for at least 5 new upgrades for each class, and tie that feat.

(not meaning competition with Yholl's works, but rather stop at an exact number.)

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