[Release] The Trailblazer - 1.5e

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Rowsol
Posts: 941
Joined: Wed Mar 06, 2013 5:31 am
Contact:

Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by Rowsol »

Nems wrote: I personally find it refreshing that all of the weapons in this mod are ballistic/explosion based.
Yea, me too. The energy weapons in GC are blinding and for that reason I prefer this mod's arsenal.
Last edited by Rowsol on Wed Mar 08, 2017 12:42 am, edited 1 time in total.
User avatar
armymen12002003
Posts: 1416
Joined: Wed Jun 01, 2011 10:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Castle Wolfenstein
Contact:

Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by armymen12002003 »

Nems wrote:
Ts879 wrote:Hey pillowblaster, I got a couple of questions for you. Why isn't any energy weapons in this mod like a plasma rifle or BFG?

and seriously why no OP rocket launcher?
Not every mod needs one of these things. If PillowBlaster wanted these things in he would have added them in. Besides, there's other mods that fill those niches.

I personally find it refreshing that all of the weapons in this mod are ballistic/explosion based.
i'm inclined to agree with Nems on this.
User avatar
DoomKrakken
Posts: 3482
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff
Contact:

Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by DoomKrakken »

I'm totally with Nems on this one.
User avatar
Ikazu-san
Posts: 104
Joined: Sun Apr 07, 2013 11:48 pm

Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by Ikazu-san »

The closest fitting thing to energy weapon here would be a flame thrower. But, the last thing mod would need is another ammo type.
User avatar
Jeimuzu73
Posts: 1661
Joined: Sun Jul 03, 2011 8:44 pm
Location: Dropping today in Station Square.

Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by Jeimuzu73 »

DoomNukem once made a TB-handed version of the Shadow Warrior railgun, but it was prolly replaced by the Nutcracker. Besides, if you want to set things on fire, the Justice and Bitchmaker can fire incendiary rounds just fine.
User avatar
ErrantMasa
Posts: 51
Joined: Tue Mar 07, 2017 3:56 pm
Graphics Processor: Intel (Modern GZDoom)
Contact:

Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by ErrantMasa »

Has anyone had trouble with having health/armor getting drained by teleport exit points? It's a nuisance when trying to pull off a no-damage/minimal damage run.

EDIT: this doesn't apply to TB proper, rather an unofficial version that adds monsters from PB :oops:
Last edited by ErrantMasa on Wed Mar 08, 2017 2:54 pm, edited 1 time in total.
shotfan
Posts: 439
Joined: Tue Mar 22, 2016 1:21 pm
Location: E3M1

Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by shotfan »

Ts879 wrote:and seriously why no OP rocket launcher?
For providing explosions, Patriarch is good enough. For heavy duty long range direct damage, there is Nutcracker.
el armadillo2
Posts: 148
Joined: Fri Nov 11, 2016 9:45 am

Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by el armadillo2 »

The guns don't have any sounds.
User avatar
Ethril
Posts: 2677
Joined: Sun Nov 16, 2008 2:59 am
Location: with you in the dark

Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by Ethril »

Jeimuzu73 wrote:DoomNukem once made a TB-handed version of the Shadow Warrior railgun, but it was prolly replaced by the Nutcracker.
Proper railguns aren't really "energy weapons", anyway. They actually launch a physical projectile, even if a lot of games just have them as some kind of laser gun.
User avatar
Rowsol
Posts: 941
Joined: Wed Mar 06, 2013 5:31 am
Contact:

Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by Rowsol »

User avatar
nazakomu
Posts: 131
Joined: Wed Nov 30, 2016 12:51 am
Graphics Processor: nVidia with Vulkan support

Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by nazakomu »

So, when exactly does a new update come out? I honestly can't contain my impatience, so I'm just curious. :P

My opinion being, this is 101% my favorite mod by PillowBlaster and is the best of all of his works!
User avatar
DoomKrakken
Posts: 3482
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff
Contact:

Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by DoomKrakken »

A bug to report... more of an oversight, but BerserkMacheterangProjectileJunkie and MagnumProjectile2 are missing GLDefs.

All this time, I thought I was just throwing standard Macheterang projectiles...
erni945
Posts: 261
Joined: Thu Apr 21, 2016 3:54 pm
Location: Poland

Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by erni945 »

Anyone know how to use official version of gzdoom for this mod because I used to use svn version sometime but no longer have it and I do not know what to use now due to the introduction of zscript?
User avatar
Zhs2
Posts: 1269
Joined: Fri Nov 07, 2008 3:29 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Maryland, USA, but probably also in someone's mod somewhere
Contact:

Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by Zhs2 »

The latest official, 2.4.0, should work just fine. Note that, due to the introduction of all the changes since certain dev versions, you might find that you can load a save but not pick up any items in the current map - changemap in console should fix that particular oddity.
erni945
Posts: 261
Joined: Thu Apr 21, 2016 3:54 pm
Location: Poland

Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Post by erni945 »

Zhs2 wrote:The latest official, 2.4.0, should work just fine. Note that, due to the introduction of all the changes since certain dev versions, you might find that you can load a save but not pick up any items in the current map - changemap in console should fix that particular oddity.
Ok,And these console errors have some significance? http://imgur.com/a/NpkLI
Post Reply

Return to “Gameplay Mods”