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

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

Post by Dr_Cosmobyte »

Don't tell me you had it too... lol

Well, it has something to do with some weapon token, but, not only it is pretty inconsistent, I've never seen or had anything like this in any mod.

But don't lose your hope, while i am working on a next update full of cool things for this mod, i am also looking for a way to track this little bugger as well.
Last edited by Dr_Cosmobyte on Thu Sep 24, 2020 12:26 am, edited 1 time in total.
Kagur
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Re: Spawn: Path to Damnation (v1.0c) POLL ADDED

Post by Kagur »

Well, well someone finally took the initiative to make a spawn mod. I have a resource page that you may find interesting:

viewtopic.php?t=60849&p=1059918

Also, I believe the chain whip was made by Hornet Zero.
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Dr_Cosmobyte
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Re: Spawn: Path to Damnation (v1.0c) POLL ADDED

Post by Dr_Cosmobyte »

You made the overtkill and the Violator hah! That looks awesome :)

I do have plans to add CVARS to enable/disable custom actors, if everything goes well, then i can even implement the usual HACX 2.0 patch.
Jeimuzu73 wrote: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?
Will take a look at a way to fix the grenade launcher. As for the Energy weapons, there is nothing on the scope right now, but who knows. =p
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Linz
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Re: Spawn: Path to Damnation (v1.0c) POLL ADDED

Post by Linz »

Is the setting of Spawn even appropriate for energy weapons?

Also,doesn't Spawn have like

An axe?

Did you consider adding it at all during development?
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Dr_Cosmobyte
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Re: Spawn: Path to Damnation (v1.0c) POLL ADDED

Post by Dr_Cosmobyte »

You mean Agony, the same axe from Spawn: Armageddon? Yes, i did think about it, but after looking around i found no double-bladed axe sprites to fill the role :v
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AstartesCitizen
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Re: Spawn: Path to Damnation (v1.0c) POLL ADDED

Post by AstartesCitizen »

Found a glitch, a rather funny one, if you exit a level while dashing, in the next level any normal movement will be a dash constantly can be fixed if you press the dash key and try a dash again, can pass a short level fast but movement is more erractic.
Netheritor
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Re: Spawn: Path to Damnation (v1.0c) POLL ADDED

Post by Netheritor »

Dr_Cosmobyte wrote:You mean Agony, the same axe from Spawn: Armageddon? Yes, i did think about it, but after looking around i found no double-bladed axe sprites to fill the role :v
Why not using quake axe then? Just a temporary solution. IIRC there is one with 2d and 3d sprites in a mod, I forget the mod though.

(BTW, this is the person who was mistaken as the modder in Mr.Icarus Twitch. Greetings to you.)
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Dr_Cosmobyte
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Re: Spawn: Path to Damnation (v1.0c) POLL ADDED

Post by Dr_Cosmobyte »

Netheritor wrote:
Dr_Cosmobyte wrote:You mean Agony, the same axe from Spawn: Armageddon? Yes, i did think about it, but after looking around i found no double-bladed axe sprites to fill the role :v
Why not using quake axe then? Just a temporary solution. IIRC there is one with 2d and 3d sprites in a mod, I forget the mod though.

(BTW, this is the person who was mistaken as the modder in Mr.Icarus Twitch. Greetings to you.)
Well, i just recieved a gift from a close friend, and i think it'll be on next update if i manage my time well =ppp

In any way, just to keep you guys updated: i changed some aesthetical things here, some sprites there, but one thing that you asked, and i think it'll increase the fun factor, no matter what balance it throws off, is this:

Image

Yes, the sniper rifles got a revamp, and now are dual wieldable! Expect more news soon! =)
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Linz
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Re: Spawn: Path to Damnation (v1.0c) POLL ADDED

Post by Linz »

What's that,sniper rifles are for long ranged combat?

Pftt,nah man they're for dual wielding
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Lime
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Re: Spawn: Path to Damnation (v1.0c) POLL ADDED

Post by Lime »

Found this weird bug, So I played a few maps of Sunlust. Picked up the Comic Book which gives 200 health and necroplasm, Exit to go to the next level. And then It started causing the flashing endlessly because of this. then and the next level, it's fine now.
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Dr_Cosmobyte
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Re: Spawn: Path to Damnation (v1.0c) POLL ADDED

Post by Dr_Cosmobyte »

Have you turned voxels off by any means? This seems weird. Will take a go at it.

P.S.: The comic book gives only 100 points of health and 1000 of Necroplasm :v

P.S. 2: Also, forgot to register something: I forgot to credit Endie for the Hexen startup screen (i ripped it out of Spawn: The Eternal (PSX)) and Endie turned it into a Planar image (specific for Hexen startups, Graf, its about time Hexen startups should support normal pngs)

Also, i forgot to credit DBTeam and Major Cooke for th Blood coding, sounds and sprites.

My apologies to you guys and it'll be corrected on next build ;)
Netheritor
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Re: Spawn: Path to Damnation (v1.0c) POLL ADDED

Post by Netheritor »

Suggestions/Questions:
1. Will you implemented all powers and weapons from spawn armageddon into your mod? Also, why the chaingun isn't dual wielded?
2. Will you add the glide in the jump?

Reporting:
1. Is it intentional that the double jump has forward momentum?
2. The sniper rifle splash damage is damaging you but not damaging the enemies.

Now, if this continue, this mod will be like Guncaster, with differences. Actually, this will be like trailblazer + Guncaster.
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Vostyok
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Re: Spawn: Path to Damnation (v1.0c) POLL ADDED

Post by Vostyok »

Dr_Cosmobyte wrote: P.S. 2: Also, forgot to register something: I forgot to credit Endie for the Hexen startup screen (i ripped it out of Spawn: The Eternal (PSX)) and Endie turned it into a Planar image (specific for Hexen startups, Graf, its about time Hexen startups should support normal pngs)
Ah I need to credit you for the notch.lmp I'm using as I couldn't figure it out either :lol: :lol: :lol:
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Dr_Cosmobyte
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Re: Spawn: Path to Damnation (v1.0c) POLL ADDED

Post by Dr_Cosmobyte »

Netheritor wrote:Suggestions/Questions:
1. Will you implemented all powers and weapons from spawn armageddon into your mod? Also, why the chaingun isn't dual wielded?
2. Will you add the glide in the jump?
1 - I haven't beaten Spawn: Armageddon (i need to see if i can configure the PS2 emulator properly, i do have the ISO here), but as far as i know, Spawn has like, three or four spells? The usual exploding necroplasm ball, a bunch of spikes which round and attack enemies, some kind of protection armor and i think that's about it?

2 - Looked to add it, thought the double jump would suffice, but good thing you said it, something came to me: What about some wall jumping? I am not promising, but i remember seeing it somewhere, maybe it isn't hard to implement. Maybe.
Netheritor wrote:Suggestions/Questions:
Reporting:
1. Is it intentional that the double jump has forward momentum?
2. The sniper rifle splash damage is damaging you but not damaging the enemies.
1 - Yes, it's embed in the code, thought better not to mess with it.
2 - Weird, gotta look at it, but at first it shouldn't damage Spawn, but keep the enemies damage.

Thanks for your sugegstions! Hope you like the next updates. :v
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cubebert
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Re: Spawn: Path to Damnation (v1.0c) POLL ADDED

Post by cubebert »

Dr_Cosmobyte wrote:Yes, the sniper rifles got a revamp, and now are dual wieldable! Expect more news soon! =)
Nice! How's the progress going on fixing that crashing bug? I didn't experience it while playing with the Double Impact mapset, so maybe its coming from the shotgun (the SPAS-12, not the boomstick) or the minigun?

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