Spawn: Path to Damnation (v1.1b)

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Which Titlemap do you prefer?

Poll ended at Sat Oct 10, 2020 9:26 am

1 - Old titlemap (16 bit graphics, orchestral music)
16
36%
2 - Alternate titlemap (moody music, cartoon Spawn)
28
64%
 
Total votes : 44

Re: Spawn: Path to Damnation (v1.1) FREEZE FIXED!!!

Postby AstartesCitizen » Thu Oct 01, 2020 12:16 pm

There is an error when starting up the mod with Hexen, first time testing the mod with it in Doom everything is fine but with the Hexen IWAD
Well..honestly up to this point I havent had any issues with the mod, any idea what may be the cause? I want to blast Korax ass with bullets and chains.
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Re: Spawn: Path to Damnation (v1.1) FREEZE FIXED!!!

Postby Gezzdt » Thu Oct 01, 2020 1:02 pm

You could open the PK3 and edit the SP-Player.dec in the folder actors/brain in line 4 and change SPPlayer to Spawnplayer. That would fix Hexen too. Or edit Decorate.txt in the folder Filter/Heretic and change Spawnplayer to SPPlayer, and Filter/Hexen also.
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Re: Spawn: Path to Damnation (v1.1) FREEZE FIXED!!!

Postby Dr_Cosmobyte » Thu Oct 01, 2020 1:05 pm

Yeah, in the despair to try and fix some bugs i ended up renaming the player class, gonna fix that in a minute.
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Re: Spawn: Path to Damnation (v1.1)

Postby Dr_Cosmobyte » Thu Oct 01, 2020 5:06 pm

Sorry for double posting, but it got fixed.

Download it here!

Also, have this video by Gaming Room:

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Re: Spawn: Path to Damnation (v1.1b)

Postby Dr_Cosmobyte » Mon Oct 05, 2020 5:51 pm

I apologize for bumping this thread with no news or anything relevant. I am going to have a small hiatus from my mods. Personal business are taking some tolls and i won't be as active as always.

Maybe i will write some article somewhere or add informations to my Instagram account.

I also will make a Doomworld thread for this mod, but given the high flux of users and low popularity of my mods around those lands, i wouldn't consider it a high priority task.

But if you have any doubt, any, regarding my works, don't hesitate! Post it and i will find my way to answer it.

Hope you are having fun.
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Re: Spawn: Path to Damnation (v1.1b)

Postby r&r » Tue Oct 20, 2020 1:54 am

Would you be interesting in the ps1 spawn the eternal textures?

as theres a easy way for textures and sprites to be rip now on the ps1,
https://www.youtube.com/watch?v=UTCYHBLVLLE

but to able to get the textures and sprites the game need to be played to let program rip the textures it sees and loads.
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Re: Spawn: Path to Damnation (v1.1b)

Postby Dr_Cosmobyte » Tue Oct 20, 2020 5:26 pm

Hey, i have the textures which i ripped from the game by using jPSXdec, but the sprites DEFINITELY are interesting to me! Gotta watch this, thanks!
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Re: Spawn: Path to Damnation (v1.1b)

Postby r&r » Wed Oct 21, 2020 2:03 pm

Dr_Cosmobyte wrote:Hey, i have the textures which i ripped from the game by using jPSXdec, but the sprites DEFINITELY are interesting to me! Gotta watch this, thanks!


yeah using retroarch is better, as it can rip any ps1 game textures and sprites,
when jPSXdec have limits because each ps1 game is build differently and it's textures and sprites are converted different
like it's own ps1 compress format.
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Re: Spawn: Path to Damnation (v1.1b)

Postby Kinsie » Mon Nov 16, 2020 7:22 am

Spent the evening giving this a kickaround. Pretty damn good! Feels like what a Spawn FPS in the 90s would have felt like, if they had made one instead of a series of increasingly unfortunate third-person games.
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Re: Spawn: Path to Damnation (v1.1b)

Postby Dr_Cosmobyte » Mon Nov 16, 2020 4:48 pm

Reading that from you is a honor, good sir =)

Thanks a lot, don't be shy on pointing your feedback and gripes. I am owning Kegan a good list of things to fix, but ever since my "hiatus" (one i never stopped opening Slade+GIMP) started, i kinda left this on the backburner =ppp
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Re: Spawn: Path to Damnation (v1.1b)

Postby r&r » Wed Nov 25, 2020 3:49 pm

Abit of a request

can you make a compatible patch for the Batman Doom: Reborn wad?
as I try it, it does work but with some sprite issues like fire barrels appearing everywhere.
and other issues like ammo and weapons are batman weapons, and spawn weapons can't use those ammo.

Oh i found this 3d model of Spawn's axe https://sketchfab.com/3d-models/spawns- ... 0d74b8bb01
maybe good to get pics to create a sprites out of them?
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Re: Spawn: Path to Damnation (v1.1b)

Postby comesect nocisum » Sat Nov 28, 2020 2:12 am

Ive been thinking lately how cool it would be if Al Simmons and DOOMguy were together in a game/movie/comic ect.. very cool I found this. Thanks!
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Re: Spawn: Path to Damnation (v1.1b)

Postby Dr_Cosmobyte » Mon Nov 30, 2020 10:00 am

Thank you! Have fun. :)
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Re: Spawn: Path to Damnation (v1.1b)

Postby Angel Soul » Tue Dec 01, 2020 8:23 am

Gotta say, I tried this mod and it got me hooked. Really really well made. I like the sprite animations, spells and the music.
Do you maybe have any plans on making the spells have some sort of mastery where you gain experience by destroying demons? Like, each spell having their own exp level, where you have to kill demons with a specific spell to gain exp in it? By doing so, you could for example, gain level, making more damage with it, or give it one extra feat. I think it would be pretty cool - that you grow in power as you progress. Maybe even find/learn new spells in time too? Or maybe unlock/learn new abilities as well? Just an idea. :)
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Re: Spawn: Path to Damnation (v1.1b)

Postby JohnnyTheWolf » Tue Jan 12, 2021 8:28 am

One thing that confuses me about this mod is why the Shotgun gets replaced by the Boomstick and the Supershotgun by the Automatic Shotgun. Should it not be the other way around?

Since the Supershotgun is nowhere near as common as the Shotgun, I find myself having to rely mainly on the Boomstick, which can be a problem as it cannot fire single shots.
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