[Release] The Trailblazer - 1.4c, Slow yourself down

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

Postby Carbine Dioxide » Sun Nov 06, 2016 3:27 pm

What's the fun in making a strip loader when you could just slap a fistful of shells into your gun with no explanation?
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Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Postby DoomKrakken » Sun Nov 06, 2016 4:40 pm

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

Postby Zhs2 » Sun Nov 06, 2016 7:05 pm

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

Postby Somagu » Sun Nov 06, 2016 7:13 pm

Combined Arms springs to mind here. (Bless you, Sgt. Shivers)
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Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Postby Captain J » Sun Nov 06, 2016 11:05 pm

Black comedy logic at its finest. It loads so much easier than realistic one. Screw it, while we have this.
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Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Postby DoomKrakken » Sun Nov 06, 2016 11:19 pm

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

Postby RIPANDTEAR » Sun Nov 13, 2016 7:53 am

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

Postby Valherran » Sun Nov 13, 2016 3:28 pm

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

Postby Captain J » Sun Nov 13, 2016 11:46 pm

They are friendly and nice in GZDOOM g2.3pre-306-gd36993a, though.
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Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Postby DoomKrakken » Mon Nov 14, 2016 5:48 am

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

Postby Zhs2 » Mon Nov 14, 2016 11:15 am

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

Postby Finder153 » Sat Dec 03, 2016 7:59 am

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

Postby Tapwave » Sat Dec 03, 2016 8:08 am

Flares use dynamic lights. They're not available in the software renderer.
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Re: [Release] The Trailblazer - 1.4, Welcome to Explodistan

Postby erni945 » Thu Dec 15, 2016 8:35 am

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

Postby BoneofMalkav » Thu Dec 22, 2016 3:34 pm

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.
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