[Add-On] Brutal Trailblazer: Razing Hell

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Re: [Add-On] Brutal Trailblazer: Razing Hell

Postby DoomKrakken » Wed May 17, 2017 9:13 pm

Oh shoot. Typo. I forgot to test it right after adding in the debugged stealth monsters...

Quickfixed. You may re-download. ;)

By the way, it was the line that said this:
Code: Select allExpand view
Script error, "Brutal Trailblazer Patch II.pk3:decorate/debug/chaingunguy.txt" line 870:
Parent type 'TB_ChaingunGuy1' not found in TB_StealthChaingunGuy
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Re: [Add-On] Brutal Trailblazer: Razing Hell

Postby Wivicer » Thu May 18, 2017 12:00 am

I've noticed that upgrading weapons stops working properly after one level. If you have a weapon that's been tinkered with, but not upgraded, once you clear a level you can't tinker with it anymore. It says it's been upgraded already. I don't know if this happens to everyone, but it's been a problem for me.
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Re: [Add-On] Brutal Trailblazer: Razing Hell

Postby DoomKrakken » Thu May 18, 2017 12:51 am

Never happened with me. What version of GZDoom are you using, and what other maps/mods are you also loading?
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Re: [Add-On] Brutal Trailblazer: Razing Hell

Postby Wivicer » Thu May 18, 2017 1:30 am

Latest dev build, no maps or mods.

Of course, now it's not doing it.

Figured it out. Seems like sometimes the inventory token macheterangselected isn't being removed from the inventory. Sounds like an issue with the main mod. I'll take this over there.
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Re: [Add-On] Brutal Trailblazer: Razing Hell

Postby Ryuhi » Fri May 19, 2017 2:41 am

small graphical glitch i noticed, when killing an SS with the sawed off shotguns, their death animation reverts to the normal zombieman as they collapse

edit: same for chrome justice secondary fire, and the nutcracker primary. bullets, machete and other explosions seem to be fine tho
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Re: [Add-On] Brutal Trailblazer: Razing Hell

Postby DoomKrakken » Fri May 19, 2017 3:24 pm

That's not my fault. You might want to tell Sarge about that. Though it's possible the correct sprites haven't been made yet.
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