Spawn: Path to Damnation (v1.3 14/03/21) New Update!

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Re: Spawn: Path to Damnation (v1.2) UPDATED! 06/03/21

Postby Dr_Cosmobyte » Mon Mar 08, 2021 10:04 am

JohnnyTheWolf wrote:I can aim with the "Weapon Zoom" function.


Exactly! You can access the zoom for both weapons with the "Weapon Zoom" command.

StraightWhiteMan wrote:- The updated Boomstick sprite looks really cool, but it's positioned too far to the right of the screen and looks kind of weird. As are most of the other 2 handed weapons. It looks totally fine with pistols, but with the 2 handed weapons it looks odd and misplaced. Only by like 10-20 pixels though.
- Could you add an option to have dual wield weapons fire with just the primary fire button, instead of both?

That would bloat the code in some unexpected ways... i don't know if it's feasible.

- Also, would it be possible to have the dual wield weapons only available by pushing the duel wield button/key? It defeats the purpose of having that button if they show up when scrolling with the mouse wheel, and it also makes them show up when using a weapon wheel which creates a lot of bloat. Just a good old QoL request.

A good request, but out of my reach, unless i learn ZScript :p

- Preferred the old title screen, but to each his own. Could you maybe provide a patch like you did with the previous version to have it show instead?


Will be provided soon ;)
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Re: Spawn: Path to Damnation (v1.3 14/03/21) New Update!

Postby Dr_Cosmobyte » Sun Mar 14, 2021 6:47 pm

I know it's sunday and proably each one of you is getting ready to sleep to work tomorrow. But, that's what i could do this weekend, have a new update!

This is an update that's 90% pure aesthetical, but OH BOY, is it big! Some new sprites for the uzi, spell icons from Mortal Kombat 11 (shoutouts to Mortal Kombat Warehouse!), tons of code fixing and improvements in spells and guns, and now the Hell Gauntlets can be kept in the inventory with a simple CVAR. I highly recommend downloading it!!!

Spoiler: v1.3 Changelog


D O W N L O A D !
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Re: Spawn: Path to Damnation (v1.3 14/03/21) New Update!

Postby JohnnyTheWolf » Sun Mar 14, 2021 7:16 pm

Question: what good is the Agony for? I feel like it is a downgrade from the Chain, even if I like its sprites better.
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Re: Spawn: Path to Damnation (v1.3 14/03/21) New Update!

Postby Dr_Cosmobyte » Sun Mar 14, 2021 7:37 pm

It does way more damage, and when in berserk mode, it's pretty good! =)

I plan to add two things to it : A thing where you can reflect projectiles once you're in berserk mode, and a way to throw Agony on enemies (probably using the reload key).
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Re: Spawn: Path to Damnation (v1.3 14/03/21) New Update!

Postby Yebudoom » Mon Mar 15, 2021 1:02 pm

Dr_Cosmobyte wrote:have a new update!

Hot damn, another one? I still haven't gotten around to commenting on the previous one! :mrgreen:

Anyway, it looks great, very appreciated.

Dr_Cosmobyte wrote:I plan to add two things to it : A thing where you can reflect projectiles once you're in berserk mode, and a way to throw Agony on enemies (probably using the reload key).

Hell yeah! It feels great to wield it, though it's slower than the chains, so it needs to be used tactically. Having the ability to throw it sounds awesome.
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Re: Spawn: Path to Damnation (v1.3 14/03/21) New Update!

Postby Dr_Cosmobyte » Mon Mar 15, 2021 5:56 pm

Don't worry! :lol:

Aside from some minor fixes needed, this build is stable. I plan to add some exclusive content to other IWADS, but that's far from important now. :p
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Re: Spawn: Path to Damnation (v1.3 14/03/21) New Update!

Postby Yebudoom » Fri Apr 09, 2021 1:36 pm

I've just noticed: there are stray flickering pixels to the right of the axe's blade. I don't think they're intentional, but I may be wrong.
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Re: Spawn: Path to Damnation (v1.3 14/03/21) New Update!

Postby 64palm » Sat Apr 10, 2021 7:25 am

a little lag when using delta touch 😁
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Re: Spawn: Path to Damnation (v1.3 14/03/21) New Update!

Postby Dr_Cosmobyte » Tue Apr 13, 2021 4:32 am

If you're experiencing lags, i recommend you to disable some of the effects in the Mod Options, such as debris, casings, smoke...

=)
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Re: Spawn: Path to Damnation (v1.3 14/03/21) New Update!

Postby 64palm » Fri Apr 16, 2021 11:13 am

Dr_Cosmobyte wrote:If you're experiencing lags, i recommend you to disable some of the effects in the Mod Options, such as debris, casings, smoke...

=)


um still lag cuz my phone are really potato
but your mod are really awesome
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Re: Spawn: Path to Damnation (v1.3 14/03/21) New Update!

Postby Dr_Cosmobyte » Fri Apr 16, 2021 4:04 pm

Thanks! I hope you enjoy my other mods.

In the meantime, have these videos by Tyrant120!

He's doing some awesome gameplays with Spawn fighting Sun Damage Omen enemies. Go check it out!



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Re: Spawn: Path to Damnation (v1.3 14/03/21) New Update!

Postby 64palm » Sat Apr 17, 2021 11:13 am

Dr_Cosmobyte wrote:Thanks! I hope you enjoy my other mods.

In the meantime, have these videos by Tyrant120!

He's doing some awesome gameplays with Spawn fighting Sun Damage Omen enemies. Go check it out!



edit : i disable all and it more smooth
thanks for you advice
i really enjoy playing your mod
pardon my bad english :)



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Re: Spawn: Path to Damnation (v1.3 14/03/21) New Update!

Postby Tesculpture » Sat May 29, 2021 5:36 pm

I really enjoyed playing this mod; it offers a degree of fun similar to Trailblazer for scything through hordes of enemies. It also serves as a reminder that before the DoomSlayer won us over in 2016, Spawn was more or less doing the exact same thing.

That said, I have bugs/issues to share:
-Agony's "glare" idle animation, where the eyes glow brighter for a moment, still interferes with the "cycle previous spell" keybind.

-The Rifle's sight is vastly less useful than the Sniper's. The zoom-in animation is twice as long, making it a burden in combat, and unlike the Sniper, the Rifle doesn't benefit from reduced spread when using the sight.

-Both the regular Dash/NecroDash do not *always* thrust you in the right direction; e.g. when dashing forward, you veer left/right as well. The issue seems dependent on what angle relative to the map's true North you are facing; the further you are from a cardinal compass point, the worse the problem.

-Thumper ammo does not appear in Hexen.

-When Hell Gauntlets are set to be manually activated, failing to pick up some Gauntlets because you already have some in your inventory will cause the red lightning FX on the pickup to disappear.

-None of Spawn's attack use the "Fire" damagetype, meaning you cannot interact with the burnable trees/shrubs in Hexen. Some maps use them as a barrier that blocks progress until you burn it down, so it is an issue.

-Picking up a Globe Of Shadows whilst already under the effect of one causes you to become fully invisible instead of merely translucent. Wasn't sure if this was intentional or not.

-The ammo cap upgrades frequently allow you to carry three figures of Hand Cannon and Thumper ammo, but the ammo counters in the Automap only go up to two figures, leaving them to only display "99" as the ammo count goes over.

-Lightamp powerups have a much shorter duration that stock Doom ones. This might be by design, but it resulted in me frequently being left fumbling in the dark.

-The Autogauge is too OP. It renders the Shotgun/Boomstick obsolete, and can even surpass the Minigun in DPS. At the very least, I think it should only appear on BFG spawns after you have the Minigun/Snipers, to at least give the other shotguns a chance to be useful.

-Instead of sharing a number key with the SMG, could the Rifle have its own number?

-The fancy screen-flashing teleport effect is triggered not just when you teleport, but when voodoo dolls teleport as well. In maps that use teleporting voodoo dolls for scripting, this can lead to your screen being plagued with random, constant flashes.

-The "Default Song" keybind in the Spawn Jukebox doesn't seem to work in Doom. Pressing it results in no music at all instead of the default level music. This issue doesn't occur in Heretic or Hexen.
Last edited by Tesculpture on Sun May 30, 2021 7:22 am, edited 1 time in total.
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Re: Spawn: Path to Damnation (v1.3 14/03/21) New Update!

Postby Yebudoom » Sun May 30, 2021 7:11 am

Tesculpture wrote:The Autogauge is too OP. It renders the Shotgun/Boomstick obsolete, and can even surpass the Minigun in DPS. At the very least, I think it should only appear on BFG spawns after you have the Minigun/Snipers, to at least give the other shotguns a chance to be useful.

Seconded! I can't stress it enough: The autogauge is a monster. I've made a conscious choice to avoid using it, because it's too powerful. The BFG slot should be a perfect fit for it.

Also, Dr_Cosmo, could you please give us the names of weapon actors in the mod? I'm sure I can get those myself via console commands, but my knowledge is limited in that area.
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Re: Spawn: Path to Damnation (v1.3 14/03/21) New Update!

Postby rhyrhygogo » Tue Jun 01, 2021 12:08 am

Any recommended Mega wads for this mod?
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