Re: [Release] The Trailblazer - 1.4c, Slow yourself down
Posted: Mon Apr 16, 2018 7:10 pm
by Valherran
It would be great if you could shrink the projectile size of the Spike Bomb, this thing likes to catch on walls too easily.
Re: [Release] The Trailblazer - 1.4c, Slow yourself down
Posted: Mon Apr 16, 2018 11:56 pm
by Nems
New/Secret quit message is great. 12/10 update. <3
Re: [Release] The Trailblazer - 1.4c, Slow yourself down
Posted: Tue Apr 17, 2018 12:47 am
by DoomKrakken
erni945 wrote:
PillowBlaster wrote:Maintenance update. I know, artificial sweetener, considering the GC update is around the corner, but just to keep you fellas occupied in the meantime. If you'll report stuff right after I release this, I'll kill myself. Okay, it won't be that bad, I hope. Also edited the OP's link; the download is right below download image, rather than being the image itself, in case that image will go down.
Spoiler: changelog
V1.4c
-Tweaked a bit the results for ammo crafting; junk is too valuable to spend on ammo, so I made it more effective, except for the pipebombs/2bores/machetes.
-Tweaked the menudef coloring.
-Tweaked a bit the junk/rocket ammo spawning ratios.
-Tweaked striploading the Chrome/Auto Justice; plays shotgun ammo pickup sound to indicate a rack of shells get loaded. (I should probably rework it to make it more obvious, but eeeeeh, not feeling like doing that.)
-Tweaked the descriptions of the Fleshrend upgrades to clarify them a little.
-After some brainstorming with Zhs2, we fixed guns that were left around in multi with spawn coop weapons off.
-Added armor number's color differentiation depending on armor type you have. (With ACS + sbarinfo, because I wanna know what's going on in the HUD, and I didn't learn enough zscript to port that over yet and feel comfortable with it, plus it didn't include the simplified HUD~)
-Older GZDoom would not run unless you specified the exact default parameters in an override as the virtual it came from. That got fixed, however it started spitting it out as a warning instead. Removed defaults in DamageMobj override on the playerclass, so the console should shut up about it in newer versions.
-Added cvar for deactivating junk items and crafting, in case you feel OP enough or you feel there's too much going in the mod.
-Added keys from GC cause... well, I was supposed to do so ages ago.
-Added brand-spanking new tilt code, courtesy of KeksDose!
-Added shrapnel to Browning shots, and separate, bigger decals.
-Added burstshot icon for colts when you have it.
-Added inventory.undroppable to machete, machete ammo and the pistol.
-Renamed flare graphic to decrease conflicts with things. (But, the shotgun stays as-is. The rain in TUTNT has never been more exhilirating.)
-Gave Quad Damage sphere sprite a third, slight facelift.
-Fixed infinite spikebomb tossing in case you drop some weapons.
-Fixed FMG tracers spawning not needed stuff. (Forgot to remove it after I decided to make it purely visual effect, d'oh.)
-Fixed player not getting proper translation in other games. (As I provided the sprites but forgot that the translation ranges change like a huge twit I am.)
-Fixed missing brightmap on the Colts triple shot blueprint.
-Fixed Chrome Justice dry firing and stripload after punch in Hexen.
-Fixed the Homing Grenades blueprint giving you another blue print with homing grenades off.
-Fixed not showing total mana in Hexen cause I was a dumbshit while reworking things in sbarinfo.
-Fixed single Leadspitter not auto-reloading.
-Fixed Ammo-Junkie'd Machetes staying around.
-Fixed people not being able to damage each other much (or at all) with explosives, courtesy of Talon1024.
very good changes ,when it comes to "inventory.undropabble" is it now possible to pass DUMP without losing the previously collected things?
It's not. DUMP doesn't use the ClearInventory command. It's a MAPINFO thing (ResetInventory), used in conjunction with another command from ACS. You'd have to modify them yourself (or better yet, ask me for the modified DUMP levels ). PM me if you're interested.
Re: [Release] The Trailblazer - 1.4c, Slow yourself down
Posted: Tue Apr 17, 2018 1:20 am
by erni945
DoomKrakken wrote:
erni945 wrote:
PillowBlaster wrote:Maintenance update. I know, artificial sweetener, considering the GC update is around the corner, but just to keep you fellas occupied in the meantime. If you'll report stuff right after I release this, I'll kill myself. Okay, it won't be that bad, I hope. Also edited the OP's link; the download is right below download image, rather than being the image itself, in case that image will go down.
Spoiler: changelog
V1.4c
-Tweaked a bit the results for ammo crafting; junk is too valuable to spend on ammo, so I made it more effective, except for the pipebombs/2bores/machetes.
-Tweaked the menudef coloring.
-Tweaked a bit the junk/rocket ammo spawning ratios.
-Tweaked striploading the Chrome/Auto Justice; plays shotgun ammo pickup sound to indicate a rack of shells get loaded. (I should probably rework it to make it more obvious, but eeeeeh, not feeling like doing that.)
-Tweaked the descriptions of the Fleshrend upgrades to clarify them a little.
-After some brainstorming with Zhs2, we fixed guns that were left around in multi with spawn coop weapons off.
-Added armor number's color differentiation depending on armor type you have. (With ACS + sbarinfo, because I wanna know what's going on in the HUD, and I didn't learn enough zscript to port that over yet and feel comfortable with it, plus it didn't include the simplified HUD~)
-Older GZDoom would not run unless you specified the exact default parameters in an override as the virtual it came from. That got fixed, however it started spitting it out as a warning instead. Removed defaults in DamageMobj override on the playerclass, so the console should shut up about it in newer versions.
-Added cvar for deactivating junk items and crafting, in case you feel OP enough or you feel there's too much going in the mod.
-Added keys from GC cause... well, I was supposed to do so ages ago.
-Added brand-spanking new tilt code, courtesy of KeksDose!
-Added shrapnel to Browning shots, and separate, bigger decals.
-Added burstshot icon for colts when you have it.
-Added inventory.undroppable to machete, machete ammo and the pistol.
-Renamed flare graphic to decrease conflicts with things. (But, the shotgun stays as-is. The rain in TUTNT has never been more exhilirating.)
-Gave Quad Damage sphere sprite a third, slight facelift.
-Fixed infinite spikebomb tossing in case you drop some weapons.
-Fixed FMG tracers spawning not needed stuff. (Forgot to remove it after I decided to make it purely visual effect, d'oh.)
-Fixed player not getting proper translation in other games. (As I provided the sprites but forgot that the translation ranges change like a huge twit I am.)
-Fixed missing brightmap on the Colts triple shot blueprint.
-Fixed Chrome Justice dry firing and stripload after punch in Hexen.
-Fixed the Homing Grenades blueprint giving you another blue print with homing grenades off.
-Fixed not showing total mana in Hexen cause I was a dumbshit while reworking things in sbarinfo.
-Fixed single Leadspitter not auto-reloading.
-Fixed Ammo-Junkie'd Machetes staying around.
-Fixed people not being able to damage each other much (or at all) with explosives, courtesy of Talon1024.
very good changes ,when it comes to "inventory.undropabble" is it now possible to pass DUMP without losing the previously collected things?
It's not. DUMP doesn't use the ClearInventory command. It's a MAPINFO thing (ResetInventory), used in conjunction with another command from ACS. You'd have to modify them yourself (or better yet, ask me for the modified DUMP levels ). PM me if you're interested.
Thanks, I have already sent you a message
Re: [Release] The Trailblazer - 1.4c, Slow yourself down
Posted: Tue Apr 17, 2018 9:08 pm
by insightguy
Might be a bug but the sidekick does not autoreload when the autoreload cvar is on.
Re: [Release] The Trailblazer - 1.4c, Slow yourself down
Posted: Wed Apr 18, 2018 2:03 am
by Solaela
If this has been asked I apoligize... But what are the two songs that play when the skullthrottle is being fired in game and you have that turned on?
Re: [Release] The Trailblazer - 1.4c, Slow yourself down
Posted: Wed Apr 18, 2018 2:19 am
by m8f
Solaela wrote:If this has been asked I apoligize... But what are the two songs that play when the skullthrottle is being fired in game and you have that turned on?
- Fixed MeshArmorSpawner inheritance
It inherited from BodyArmor instead of RandomSpawner so it ended up becoming
another armor class instead of being replaced by a blue armor, hence you
couldn't see how much armor you had on your HUD.
- Fixed Skullthrottle and Nutcracker ammo counters in Hexen
Ammo count for ammo type 1 was displayed for all other IWADS except Hexen.
- Fixed upgraded colts ammo counters being displayed
Upgraded colts have infinite ammo, thus there is no need to display the ammo
counters.
- Added Spikebomb ammo counter to Hexen HUD
- Fixed Hexen Browning (Skullthrottle upgrade) being unable to fire without
ThrottleAmmo in the player's inventory
- Allowed players to receive full damage from their own explosive weapons, if
said explosives were reflected back at them.
- Added a console variable and a menu option (Available in "Blaze-it stuff"
option menu) to allow players to set the self-damage behaviour.
- Fixed Heretic inventory bar appearance (selectbo in wrong position)
This is done with a check for HereticCounter in the player's inventory in
SBARINFO.
- Fixed DM dual weapon spawners giving single weapons after player respawns.
This uses the TBMPWeaponGiver (ZScript), and makes Fleshrend_Dual and
Leadspitter_Dual inherit from it to ensure players always get dualies in DM.
Also, inside the fix pack is diff.html, showing the side-by-side differences between files in TB 1.4c and my fixes.
Re: [Release] The Trailblazer - 1.4c, Slow yourself down
- Fixed MeshArmorSpawner inheritance
It inherited from BodyArmor instead of RandomSpawner so it ended up becoming
another armor class instead of being replaced by a blue armor, hence you
couldn't see how much armor you had on your HUD.
- Fixed Skullthrottle and Nutcracker ammo counters in Hexen
Ammo count for ammo type 1 was displayed for all other IWADS except Hexen.
- Fixed upgraded colts ammo counters being displayed
Upgraded colts have infinite ammo, thus there is no need to display the ammo
counters.
- Added Spikebomb ammo counter to Hexen HUD
- Fixed Hexen Browning (Skullthrottle upgrade) being unable to fire without
ThrottleAmmo in the player's inventory
- Allowed players to receive full damage from their own explosive weapons, if
said explosives were reflected back at them.
- Added a console variable and a menu option (Available in "Blaze-it stuff"
option menu) to allow players to set the self-damage behaviour.
- Fixed Heretic inventory bar appearance (selectbo in wrong position)
This is done with a check for HereticCounter in the player's inventory in
SBARINFO.
- Fixed DM dual weapon spawners giving single weapons after player respawns.
This uses the TBMPWeaponGiver (ZScript), and makes Fleshrend_Dual and
Leadspitter_Dual inherit from it to ensure players always get dualies in DM.
Also, inside the fix pack is diff.html, showing the side-by-side differences between files in TB 1.4c and my fixes.
I hope PillowBlaster doesn't mind.
Re: [Release] The Trailblazer - 1.4c, Slow yourself down
Posted: Thu May 03, 2018 5:17 pm
by Solaela
Hey Pillow. I'm just curious since your last Guncaster vid said you were trying if I recall right... You gonna add Strife capability to Traiblazer here as well if it all works out well on Guncaster's end? I know there was a patch but dunno if it would still work with the updates you added.
Re: [Release] The Trailblazer - 1.4c, Slow yourself down
Posted: Fri May 04, 2018 1:29 am
by erni945
Solaela wrote:Hey Pillow. I'm just curious since your last Guncaster vid said you were trying if I recall right... You gonna add Strife capability to Traiblazer here as well if it all works out well on Guncaster's end? I know there was a patch but dunno if it would still work with the updates you added.
From what I remember the pillow wrote in the main post that we should rather forget about the support for strife, but it's a pity because I think the trailblazer is asking for support for it and I hope that someday change the mind