ARACNOCIDE 2.8 (Updated 06/AUG/24)

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Dr_Cosmobyte
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Location: Killing spiders.

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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Dr_Cosmobyte
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Location: Killing spiders.

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.

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