[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
Carbine Dioxide
Posts: 1927
Joined: Thu Jun 12, 2014 3:16 pm
Location: Anywhere.

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

Post by Carbine Dioxide »

What's the fun in making a strip loader when you could just slap a fistful of shells into your gun with no explanation?
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 »

Okay, now that sounds fun. :D

However, after looking through the hand sprites provided by Trailblazer, I found that there actually is a hand sprite with a strip loader. I've yet to find out if it's implemented yet...

EDIT: Yup. It's used. Holy cow, the moved so fast I didn't even catch it with my own eyes. Not to mention, there's that perspective, which does make it look like one shell is being loaded instead of a whole strip full of 'em.

You may disregard my previous suggestion.
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 »

User avatar
Somagu
Posts: 684
Joined: Fri Nov 22, 2013 8:56 pm

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

Post by Somagu »

Combined Arms springs to mind here. (Bless you, Sgt. Shivers)
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

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

Post by Captain J »

Black comedy logic at its finest. It loads so much easier than realistic one. Screw it, while we have 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 figured there was a Combined Arms reference somewhere there... :D
Redead-ITA wrote: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
This is actually not a glitch. The Riftbomb leaves a thick trail of afterimages of itself, since it moves so fast.
wanananananananana...
RIPANDTEAR
Posts: 29
Joined: Mon Sep 29, 2014 5:03 pm
Location: Ohio

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

Post by RIPANDTEAR »

I found a bug with the chrome and auto justice. https://www.youtube.com/watch?v=fOLKR-Mvjzo
I also have a way to add the semper and fidelis and the lever action for the human sergeant without them being redundant, but I will only explain if anyone is interested
User avatar
Valherran
Posts: 1405
Joined: Tue Oct 27, 2009 12:58 pm

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

Post by Valherran »

RIPANDTEAR wrote:I found a bug with the chrome and auto justice. https://www.youtube.com/watch?v=fOLKR-Mvjzo
I also have a way to add the semper and fidelis and the lever action for the human sergeant without them being redundant, but I will only explain if anyone is interested
On the subject of that... The projectiles for Chrome/Auto Justice, Bitchmaker, and Nutcracker also hit walls that your back is against instead of flying forward. You have no idea how infuriating it is to use the Nutcracker alt-fire with your back against the wall only to discover you just wasted it because it hit that said wall instead of going forward. :roll:
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

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

Post by Captain J »

They are friendly and nice in GZDOOM g2.3pre-306-gd36993a, though.
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 »

RIPANDTEAR wrote:I found a bug with the chrome and auto justice. https://www.youtube.com/watch?v=fOLKR-Mvjzo
I also have a way to add the semper and fidelis and the lever action for the human sergeant without them being redundant, but I will only explain if anyone is interested
Huh... never got that bug... the only thing I can think of is that the trails don't seem to be dealing "IncreasedRange" damage, but that wouldn't make sense, since it totally works for me, and the trails deal "IncreasedRange" damage...

Have you updated your GZDoom to the latest version?
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 »

It may be something conversely broken due to all of the ZScript changes in recent GZDoom builds. 2.2.0 official should work just fine, however.
User avatar
Panzermann11
Posts: 147
Joined: Wed Sep 14, 2016 1:30 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: 'Nam, baby!
Contact:

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

Post by Panzermann11 »

I have a problem, when I use the flares, no light is projected. Therefore, the flare box is pretty useless.

I'm using the dev build of ZDoom by the way.
User avatar
Tapwave
Posts: 2096
Joined: Sat Aug 20, 2011 8:54 am
Preferred Pronouns: No Preference
Graphics Processor: nVidia with Vulkan support

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

Post by Tapwave »

Flares use dynamic lights. They're not available in the software renderer.
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 »

I found one bug playing Hexen, I noticed not work there option to auto reloading weapons, you have an idea how to solve it?.I use version gzdoom-x64-g2.3pre-326
User avatar
BoneofMalkav
Posts: 79
Joined: Thu May 22, 2014 6:04 am
Graphics Processor: nVidia with Vulkan support
Location: It's Never Worth The Risk
Contact:

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

Post by BoneofMalkav »

erni945 wrote:I found one bug playing Hexen, I noticed not work there option to auto reloading weapons, you have an idea how to solve it?.I use version gzdoom-x64-g2.3pre-326
Now that you mention it, Yeah i noticed that too. Also, apparently the Return to Iron Sights after Reload option isn't working no matter what iwad is used.
Post Reply

Return to “Gameplay Mods”