[Release] The Trailblazer - 1.5e

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Cryomundus
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Re: [Release] The Trailblazer - 1.3, out now or something

Post by Cryomundus »

Technically there is;
Spoiler:
Tier 1, 2, and 3 are done, tho there's a few variations I've yet to add to them.

Sadly, I've still got a lotta work to do on it tho, that pic is still very WIP.
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DoomKrakken
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Re: [Release] The Trailblazer - 1.3, out now or something

Post by DoomKrakken »

I wonder what monsters you have planned there... :)
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amv2k9
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Re: [Release] The Trailblazer - 1.3, out now or something

Post by amv2k9 »

Carbine Dioxide wrote:Actually Amv2k9 looks like he has some spicy stuff cooking...
It's only going to be for Heretic & Hexen, FYI. Strife too, possibly, because it'll mean I can recycle the Acolyte randomization stuff I wrote.
Albertoni
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Re: [Release] The Trailblazer - 1.3, out now or something

Post by Albertoni »

I kinda wanted to mention this as it might be a bug on your code: Ancient Aliens' map 18, Illuminati Revealed, runs at like 3FPS for me when loaded with Trailblazer, and runs fine without it.

GZDoom 2.2, btw.
Last edited by Albertoni on Fri Sep 30, 2016 9:12 pm, edited 1 time in total.
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Cryomundus
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Re: [Release] The Trailblazer - 1.3, out now or something

Post by Cryomundus »

Albertoni wrote:I kinda wanted to mention this as it might be a bug on your code: Ancient Aliens' map 20, Illuminati Revealed, runs at like 3FPS for me when loaded with Trailblazer, and runs fine without it.

GZDoom 2.2, btw.
It could potentially be the power-up spheres that are doing it, I think those are the only things that have super fancy effects.
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PillowBlaster
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Re: [Release] The Trailblazer - 1.3, out now or something

Post by PillowBlaster »

Ethril wrote:
PillowBlaster wrote:Standard fare. You know, I get boring quickly as it's same deal over and over, heh.
You? "Boring"? Surely you must be joking.
Well, no. Lack of challenge to an average player after some time can get as boring as the challenge overdose can get frustrating. As much as it was a deliberate design decision, I can understand if someone finds this stupid as hell. Speaking of which...
Carbine Dioxide wrote:I would like to see a monster pack for this at some point, but you know... Actually made by Pillow Blaster or just someone that knows how to make the monsters fit the style of the mod.

Actually Amv2k9 looks like he has some spicy stuff cooking...
Give me sounds, give me graphics, and I'll do the rest. Gathering resources is the worst part, and I have nothing in the regard of monsters. Plus monsters aren't my pro, I probably would have to re-learn a lot of things while doing them too, as every decorate aspect has its quirks. But that doesn't mean I couldn't give it a whack.
Rowsol wrote:I really want a mod that enhances the monster projectile graphics, sorta like brutal doom, but stand alone. PB is good at making effects look cool. If he made something like this you could load it along with this to make the monsters have effects similar to the player. Just a pipe dream though.
I am merely a pawn in this regard compared to the real expert in that field that is a certain german engineer. He started it all for me, really. Should direct your pleads towards him, so he'd finish "dat doom mod". Heh.
Cryomundus wrote:
Albertoni wrote:I kinda wanted to mention this as it might be a bug on your code: Ancient Aliens' map 20, Illuminati Revealed, runs at like 3FPS for me when loaded with Trailblazer, and runs fine without it.

GZDoom 2.2, btw.
It could potentially be the power-up spheres that are doing it, I think those are the only things that have super fancy effects.
I investigated a little, and well - it wasn't the spheres. It was the barrels. The voodoo setups probably included a nuts amount of barrels, and the particles they generate by idling alone caused the game to slow down to a crawl. No worries - I added a cvar for that now, and I covered that in GC with pickup particle cvar as well for any incoming update.

Speaking of update - sorry for the delay. I got caught in whirlwind of cows. I'll try to address that soon, I hope.
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Carbine Dioxide
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Re: [Release] The Trailblazer - 1.3, out now or something

Post by Carbine Dioxide »

You got it! Just give me the standard "when it's done, it's done" amount of time, and I'll get you those monsters!

I don't know about sounds though... probably could just do with normal Doom sounds.
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PillowBlaster
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Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by PillowBlaster »

Now for my well-earned nap time.

Important note: if your HUD is missing a lot of info, try changing screenblocks. I made a compact HUD for fullscreen mode, in case someone feels there's too much stuff going on the screen these days.
Spoiler: changelog of sorts
Spoiler: What's in the update, stuff-wise.
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Slax
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Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by Slax »

Snailgazer!
(Don't know why but I had to get that outta my system.)
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DoomKrakken
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Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by DoomKrakken »

:D :D :D :D :D :D

America! America! God shed His grace on thee!

And crown thy good in brotherhood...

From sea to shining sea!
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Redead-ITA
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Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by Redead-ITA »

I have 2 bugs to report
the one is that sometimes when you get the blueprint of for the Minigun sometimes the music Glitches and plays annother one even if the miniguns stopped shooting
it happend to me when i fully upgraded the minigun
the second one is the blueprint spikeBombs is that when i throw it i see annother spike bomb in the crossair and when the Spikebomb that i throw hits the target i see an explosion of 2 SPike bombs not one
i get that glitch when i throw The spikebomb with the blue print upgrade

And if people didnt understand FIRST sorry for the bad english 2th Can you point out where you did not get it?
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Valherran
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Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by Valherran »

Holy crap has this MOD changed since I played it last, gonna DL the new version and check this out.
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Carbine Dioxide
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Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by Carbine Dioxide »

Haven't tried out much of the new stuff because I died pretty early due to regretful spike bomb throwing and using an unberserked punch as a last resort, but all of it looks godly so far. :D

I love the option to just spawn the BM, I use it more than the Patriarch, so it was kind of annoying switching through to get to it.
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mutator
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Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by mutator »

How can I pick up powerups as item and not activate?
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BoneofMalkav
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Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by BoneofMalkav »

mutator wrote:How can I pick up powerups as item and not activate?
Hold the Activate/Open Door Button then run into the Powerup
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