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

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AstartesCitizen
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Re: Spawn: Path to Damnation (v1.0c hotfix) PISTOL FIXED

Post by AstartesCitizen »

Just finished playing with several levels of vanilla Doom 2 and the 3 hours of Agony 2 megawad and...

A Quick Review
Spoiler:
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Dr_Cosmobyte
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Re: Spawn: Path to Damnation (v1.0c hotfix) PISTOL FIXED

Post by Dr_Cosmobyte »

Ac!d wrote:I have some feedback about the powerups : animated inventory icons with ANIMDEFS. That could be interesting.
Noted down, as well as bars to indicate powerups remaning time. ;)
AstartesCitizen wrote:Just finished playing with several levels of vanilla Doom 2 and the 3 hours of Agony 2 megawad and...

A Quick Review
Spoiler:
Thanks! For the ultimate spell, well, there is Necrobomb (second spell with the skull icon), which acts exactly as the BFG! takes 0:8:4:0 necroplasm and wipes out everything on screen =)

As for the others, thanks for the suggestion! Will work more as inspiration comes!
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Linz
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Re: Spawn: Path to Damnation (v1.0c hotfix) PISTOL FIXED

Post by Linz »

Man,this is your 10th mod?


This has to be an achievement
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cubebert
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Re: Spawn: Path to Damnation (v1.0c hotfix) PISTOL FIXED

Post by cubebert »

I've done a playthrough of Double Impact with this mod combined with the DoomRL Monster Pack and Nashgore. I've had a lot of fun with the weapons and being able to cast spells a la Guncaster, so I'll leave some comments and questions.



1. For the titlemap, I honestly prefer the alternate one over the one that comes with the map. Is there a way to adjust the picture so that it covers the widescreen portion of the screen?

2. I love being able to dual wield weapons in this mod, especially the handcannon. Could you see about having the boomstick, the sniper, and the minigun be dual-wieldable? D3athStalker already mentioned the dual-wieldable snipers and I'm on the same boat with him.

3. Speaking of the handcannon, is there a chance that an alternate skin can be made to make it resemble a Desert Eagle? I'm more of a fan of those designs than the revolver.

4. I haven't got the chance to try this out with Heretic or Hexen, but what changes are there to accommodate the mod? Are there any weapon pickup or item replacements?

5. Is there any Strife or Chex Quest compatibility? If there isn't, do you plan on adding it later?

6. When you beat the first mission of Ultimate Doom, the text screen isn't formatted properly. I'll show an image of what I'm talking about.



That's what I've got to say so far. I'll keep playing and report any other bugs that I find. Nice work on the mod!
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Dr_Cosmobyte
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Re: Spawn: Path to Damnation (v1.0c hotfix) PISTOL FIXED

Post by Dr_Cosmobyte »

Thanks for your quick perception bub! Will adress these issues!

Yes, Chex Quest is also compatible (kinda standard in my mods), but expect some scenario conflicts, nothing that would break the game, but these new decorations stopped me from doing a Hacx 2.0 patch, something i ALWAYS try to do with my mods. Maybe in the future.

Hexen and Heretic don't have any changes... yet! I've played Hexen even before Doom itself, so i am one of those guys who love this Raven masterpiece. I can put some "old" guns in there like some old western revolvers and a blunderbluss, why not? I won't promise too much, but expect new stuff coming in the future. ;)

BTW, news about the mod:

Xenolix, Tyrant and the GamingRoom channel have made new videos about Spawn, go check it out!!! Also, Wolvexus was kind enough and provided a soundpatch which replaces the sounds of all guns, and adds more power to them!

I am very glad you guys are enjoying the mod! Keep having fun! In the meantime, check this weapon showcase by Xenolix:

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affandede
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Re: Spawn: Path to Damnation (v1.0c hotfix) PISTOL FIXED

Post by affandede »

Spawn is probably your magnum opus, GAA. So simple yet so intricate and it positively reeks of polish and oomph in a healthy excess. Love it.
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Linz
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Re: Spawn: Path to Damnation (v1.0c hotfix) PISTOL FIXED

Post by Linz »

For some reason,there are points where the game would just freeze while I was playing with this mod

Both times it happened to me it was on Doom II the Final Countdown,where I entered a room in map 5 that had some Hell Knights,I fired and boom,freeze

Next map(and the ones before that sans map 5) were fine,but in the next one I went into a portal full of demons,and bam,another freeze

I have zero clue what's going on,but I tried map 05 without any mods and everything worked fine?
It's just hella weird
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JuliusKoolius
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Re: Spawn: Path to Damnation (v1.0c hotfix) PISTOL FIXED

Post by JuliusKoolius »

Linz wrote:For some reason,there are points where the game would just freeze while I was playing with this mod

Both times it happened to me it was on Doom II the Final Countdown,where I entered a room in map 5 that had some Hell Knights,I fired and boom,freeze

Next map(and the ones before that sans map 5) were fine,but in the next one I went into a portal full of demons,and bam,another freeze

I have zero clue what's going on,but I tried map 05 without any mods and everything worked fine?
It's just hella weird
I’ve had this same problem in map30 of Eviternity, where right before I start firing at the boss it freezes
Bobby
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Re: Spawn: Path to Damnation (v1.0c hotfix) PISTOL FIXED

Post by Bobby »

I found a bug.
The text is to close up and bottom texts are smashed together. Could you change the font?
Also, can you make so that we can dash diagonally?
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Dr_Cosmobyte
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Re: Spawn: Path to Damnation (v1.0c hotfix) PISTOL FIXED

Post by Dr_Cosmobyte »

I am not going to lie, i had a few freezes too. Goddamn it.

Will take a look at the code and take some time trying to find something to cure that.
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Vostyok
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Re: Spawn: Path to Damnation (v1.0c hotfix) PISTOL FIXED

Post by Vostyok »

This is awesomesauce, dude.

Had a lot of fun with this. Recognizing your signature style now, hehe.

I really like the fact you can use spells all the time, except with akimbo. I'm not sure about the chain weapon though. I see it more as a stabbing or thrusting weapon (as odd as that sounds) based on the cartoon, than a clubbing weapon. But eh, its a minor thing.

And it's so cool to hear that voice actor again.

Nice work, as always.
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Dr_Cosmobyte
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Re: Spawn: Path to Damnation (v1.0c hotfix) PISTOL FIXED

Post by Dr_Cosmobyte »

Thanks Vostyok! You can cast spells during akimbo too, just press the "quick cast" key ;)

This might be helpful to other players in the meantime.

BTW, check out this video by Wolvexus with the weapon soundpack! This really showcases the power of the new sounds (credits are inside the pk3):

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Dr_Cosmobyte
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Re: Spawn: Path to Damnation (v1.0c) POLL ADDED

Post by Dr_Cosmobyte »

So, hot news:

Mr. Icarus, from the ICARUSLIV3S channel just finished a stream on Twitch!

https://www.twitch.tv/videos/747746530
(Stream starts around 09:00 minutes)

I managed to get late to the end, but he had a blast and i had a huge pleasure in seeing the mod getting some attention!

Have a nice time watching, thanks for all those who sugegsted it to Icarus, and thanks for playing the mod! ;)
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Jeimuzu73
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Re: Spawn: Path to Damnation (v1.0c) POLL ADDED

Post by Jeimuzu73 »

Minor glitch; the cyberdemon seems to be immune to the grenades from the grenade launcher, even a direct impact deals zero damage. Also, while the rifle looks cool, it feels redundant compared to the SMG, and the whole arsenal seems a little too similar to that of Kriegsland or Ultra-Crispy. Maybe make a few energy weapons to spice things up?
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Linz
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Re: Spawn: Path to Damnation (v1.0c) POLL ADDED

Post by Linz »

How's figuring out the mystery freeze bug coming along?

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