Maybe try loading Trailblazer after Colorful Hell?
Been doing some more testing with load orders, and it seems it doesn't matter whether Trailblazer or Colourfull Hell is loaded first (it throws an error both times). However, I was able to finish the first map if I disabled DoomMidiMetal.pk3. Not sure if that is a sign, but I will look into this tomorrow.
Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan
Posted: Mon Apr 24, 2017 3:15 pm
by DoomKrakken
Well... judging from the error message, it sounds like there's something up with Trailblazer... but I haven't had an error message like that before, in all my days playing Trailblazer.
Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan
Maybe try loading Trailblazer after Colorful Hell?
Been doing some more testing with load orders, and it seems it doesn't matter whether Trailblazer or Colourfull Hell is loaded first (it throws an error both times). However, I was able to finish the first map if I disabled DoomMidiMetal.pk3. Not sure if that is a sign, but I will look into this tomorrow.
I had a problem like this, with the unofficial expansion to thatswhatIcallmidi, Oddly I solved it by placing the music above Colorful hell in the load order, at least it seemed to fix it.
Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan
Posted: Tue Apr 25, 2017 4:19 am
by Dutchygamer
Crimsondrgn wrote:
Dutchygamer wrote:
DoomKrakken wrote:
Maybe try loading Trailblazer after Colorful Hell?
Been doing some more testing with load orders, and it seems it doesn't matter whether Trailblazer or Colourfull Hell is loaded first (it throws an error both times). However, I was able to finish the first map if I disabled DoomMidiMetal.pk3. Not sure if that is a sign, but I will look into this tomorrow.
I had a problem like this, with the unofficial expansion to thatswhatIcallmidi, Oddly I solved it by placing the music above Colorful hell in the load order, at least it seemed to fix it.
Tried this, and now it seems not to crash anymore. I was able to play Memento Mori without any crashes until map 6 (after which I quit). The object the game kept crashing on (ChromeJusticeClip) is being randomly dropped from the Colourfull Hell variants without any issues now. Really weird. For those wondering, here's my current load order:
Trailblazer_v1.4.pk3
DoomMidiMetal.pk3
ColourfullHell89.pk3
I will make a mental note that if I ever combine Colourfull Hell and DoomMidiMetal again, that the latter is loaded before the former.
Many thanks for the support guys, and kudos to the various mod makers for making such wonderful mods
Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan
Posted: Wed Apr 26, 2017 7:25 am
by Cyanide
Great freakin' mod, PillowBlaster!
The only gripe I have, is that I find it hard to know whether a blueprint crafts a weapon modification, an item, a power-up or something else. I don't know if I just have to play it more in order to get to know what creates what.
Also: Found out today that TB also works with Hexen and Heretic. Time to bring the pain!!
Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan
Posted: Wed Apr 26, 2017 2:57 pm
by DoomKrakken
There is a guide to the blueprints in the original post... maybe look there for more info?
Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan
Posted: Wed Apr 26, 2017 5:19 pm
by Cyanide
DoomKrakken wrote:There is a guide to the blueprints in the original post... maybe look there for more info?
I know there's a description in the original post, and I know it's a rather nitpicky suggestion. I just think it's somewhat of a bummer to have to stop blazin' and navigate to this post everytime I'm about to spend some junk on a blueprint.
Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan
Posted: Wed Apr 26, 2017 8:40 pm
by DoomKrakken
OH! You mean an in-game thing...
My solution was actually to memorize what they all do. It ain't for everyone, but it sure beats looking at a guide! XD
Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan
Posted: Thu Apr 27, 2017 3:55 pm
by Ryuhi
If you enable item names it will name them as you scroll through your inventory, i find it easier to pick them on the fly that way. I know it always gets a bit crowded in there with alchemist's dream
Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan
- HUD is no longer over-sized on recent builds.
- Kinetic Fist no longer makes you pull up two Fleshrends or Leadspitters when you only have one.
- Punch-reloading the Chrome Justice with the Striploader upgrade now works properly.
thanks for that, i also find zoom and unzoom of Sidekick and FMG loop in circle fast, i fix it with add flag +noautofire
Re: [Release] The Trailblazer - 1.4a, Why can't this be love
Posted: Mon May 15, 2017 9:13 am
by PillowBlaster
WE ARE IN THE BEAM! Since I am knee-deep in things, and was forever since I updated anything, I might as well pull out something smaller for now. Changelog in spoiler as usual. I'll update the OP with the new stuff in a moment.
Spoiler:
V1.4a
-Added two, new blueprints - HEAVY MACHINEGUN! (Christ, that was a disaster tour of an implementation) And colt burstshot.
-Added recoil controls. Bet you smug bastards really wanted that. And it turned the code into even bigger of a natural disaster. Yay me.
-Added mugshot grinning to some powerups.
-Added Machete upgrade. Also added some cruft to its sounds to make it more meaty. Stab stab stab.
-Fixed any truncation point errors that popped out; ambiguous pointers however!... eeeeh, not quite. I don't think I can fix those until I'd convert the offenders into zscript.
-Fixed that respawning in multi would eat your health expansion away.
-Fixed some blueprint oversights.
-Nicotine rushes give you a bonus junk now. Cause why not.
-Improved a bit the effects on the jetpack, and added directional jet thrust upon using the item.
-Added a short grace period before you can sights in/out in FMG/Sidekick, as I caught myself sometimes unzooming immediately after zooming in, which was annoying.
-Nibbed from Argent the Quad Damage pickup sound for a spice-up mix like a filthy nibbler I am. Plus moved it to soundslot 0 so you can (hopefully) always enjoy its goodness.
-To compensate for the fact that you can't find cigarettes in the wilds of Heretic/Hexen, made the monsters drop cigarettes/syringes there. It doesn't make a single dime of sense, but hey, fantasy monsters can be nicotine/drug addicts, too!
-Tweaked the uranium shot upgrade price to 50 from 60 junk points.
-Fixed minigun sound issues. I hope. (The quad damage sounds were colliding with gibberish\rock'n'roll, so I had to sadly make it override it.)
-Fixed machetes not getting returned by the end of the level.
-Fixed Kinetic Fist making you get two fleshrends/uzis and crashing the game if you didn't have a one beforehand.
-Fixed a typo in alchemist's dream description.
-Since it seems that arbitrary GLDEF size limit has been increased - the flares pack way more lumen power now.
-Made Blastsphere also play Quad Damage sound when activated, because of reasons.
-Changed the "Ironsight Return" to "Don't return sights" to avoid confusion.
-Fixed junkspawns in Hexen; I did some experiment which didn't end well, and forgot to revert that there.
-Fixed fullscreen hud being a bit borked in Hexen.
-Fixed both patriarch/bitchmaker spawn option not leaving the weapons around in multi.
-Added button for keys list in menu as I am mister oversight. (Also fixed it a little while I was at it.)
-Decided to hijack a small bunch of iwad-specific graphics and slam it into the mod to get rid of some error messages.
-Tweaked the Hexen items spawns a good bit to make them more random and rewarding.
-Did a lil' tweak in this regard for Heretic too.
-Fixed probably whatever else bugs got reported and forgot to put onto that list. If not, slap me in the face and tell me OHHH NO YOU DIDN'T!... Just remember to specifically point out what still doesn't work, m'kay?
Re: [Release] The Trailblazer - 1.4a, Why can't this be love
Posted: Mon May 15, 2017 9:53 am
by erni945
PillowBlaster wrote:WE ARE IN THE BEAM! Since I am knee-deep in things, and was forever since I updated anything, I might as well pull out something smaller for now. Changelog in spoiler as usual. I'll update the OP with the new stuff in a moment.
Spoiler:
V1.4a
-Added two, new blueprints - HEAVY MACHINEGUN! (Christ, that was a disaster tour of an implementation) And colt burstshot.
-Added recoil controls. Bet you smug bastards really wanted that. And it turned the code into even bigger of a natural disaster. Yay me.
-Added mugshot grinning to some powerups.
-Added Machete upgrade. Also added some cruft to its sounds to make it more meaty. Stab stab stab.
-Fixed any truncation point errors that popped out; ambiguous pointers however!... eeeeh, not quite. I don't think I can fix those until I'd convert the offenders into zscript.
-Fixed that respawning in multi would eat your health expansion away.
-Fixed some blueprint oversights.
-Nicotine rushes give you a bonus junk now. Cause why not.
-Improved a bit the effects on the jetpack, and added directional jet thrust upon using the item.
-Added a short grace period before you can sights in/out in FMG/Sidekick, as I caught myself sometimes unzooming immediately after zooming in, which was annoying.
-Nibbed from Argent the Quad Damage pickup sound for a spice-up mix like a filthy nibbler I am. Plus moved it to soundslot 0 so you can (hopefully) always enjoy its goodness.
-To compensate for the fact that you can't find cigarettes in the wilds of Heretic/Hexen, made the monsters drop cigarettes/syringes there. It doesn't make a single dime of sense, but hey, fantasy monsters can be nicotine/drug addicts, too!
-Tweaked the uranium shot upgrade price to 50 from 60 junk points.
-Fixed minigun sound issues. I hope. (The quad damage sounds were colliding with gibberish\rock'n'roll, so I had to sadly make it override it.)
-Fixed machetes not getting returned by the end of the level.
-Fixed Kinetic Fist making you get two fleshrends/uzis and crashing the game if you didn't have a one beforehand.
-Fixed a typo in alchemist's dream description.
-Since it seems that arbitrary GLDEF size limit has been increased - the flares pack way more lumen power now.
-Made Blastsphere also play Quad Damage sound when activated, because of reasons.
-Changed the "Ironsight Return" to "Don't return sights" to avoid confusion.
-Fixed junkspawns in Hexen; I did some experiment which didn't end well, and forgot to revert that there.
-Fixed fullscreen hud being a bit borked in Hexen.
-Fixed both patriarch/bitchmaker spawn option not leaving the weapons around in multi.
-Added button for keys list in menu as I am mister oversight. (Also fixed it a little while I was at it.)
-Decided to hijack a small bunch of iwad-specific graphics and slam it into the mod to get rid of some error messages.
-Tweaked the Hexen items spawns a good bit to make them more random and rewarding.
-Did a lil' tweak in this regard for Heretic too.
-Fixed probably whatever else bugs got reported and forgot to put onto that list. If not, slap me in the face and tell me OHHH NO YOU DIDN'T!... Just remember to specifically point out what still doesn't work, m'kay?
Impressive changes, today I will try
But I have only one question, what version of gzdoom should I use?.official 3.0.0 or svn?
Re: [Release] The Trailblazer - 1.4a, Why can't this be love
Posted: Mon May 15, 2017 1:32 pm
by Nems
erni945 wrote:Impressive changes, today I will try
But I have only one question, what version of gzdoom should I use?.official 3.0.0 or svn?
As a personal rule of thumb I always have two versions of GZDoom: the official version and the latest SVN. That way if a mod doesn't work with one I can try the other and if it doesn't work with either, THEN I let someone know there may be a bug. :V
Also, yay new TB update! <3 You truly are the gift that keeps on giving, PillowBlaster. :3
Re: [Release] The Trailblazer - 1.4a, Why can't this be love
Posted: Mon May 15, 2017 2:03 pm
by Ryuhi
holy shit yes. YES.
now I just need to import my hard-as-fuk difficulties i made for the last version
Spoiler:
Skill Custom
{
SpawnFilter = Nightmare
Name = "Smoke em if you got em"
TextColor = Green
MustConfirm = "Enemies Hit harder, faster, and drop less ammo. Pickups slightly increased to make up for it. Godspeed, you magnificent bastard!"
MonsterHealth = 1.6
DamageFactor = 1.7
AmmoFactor = 1.2
DropAmmoFactor = 0.5
ArmorFactor = 1.1
HealthFactor = 1.1
Aggressiveness = 0.5
}
Skill Classic
{
SpawnFilter = Nightmare
Name = "Bullethell Mode"
TextColor = Blue
MustConfirm = "JESUS CHRIST WHAT ARE YOU DOING"
MonsterHealth = 6
DamageFactor = 3
AmmoFactor = 2.5
DropAmmoFactor = 2.5
ArmorFactor = 2.5
HealthFactor = 2.5
Aggressiveness = 1
FastMonsters
}
Just in case I ever feel like I have too much health in mods like colorfull hell~