[Release] The Trailblazer - 1.5e
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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.
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.
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Re: [Release] The Trailblazer (1.2a)
Rapid-firing the Bitchmaker magnum (the alt-fire) causes my game to crash.
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Re: [Release] The Trailblazer (1.2a)
not to me, haven't you downloaded the latest or 1.9 version of the gzdoom?
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Re: [Release] The Trailblazer (1.2a)
I have GZDoom g2.1.pre-562-g43ea025.
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Re: [Release] The Trailblazer (1.2a)
Damn, I thought the system is quite sensible, I never dashed into a pit so far, be it in the Unreal or any other game that contained it... is my keyboard so unresponsive? Fine, this will get changed.People wrote:So far the way dashing is handled sucks.
Interesting. I tried it on every health level while randomly trying to get it to do something funny, and so far - no crash. Might help if I knew what iwad it was, if you have had a crash report or if it just exploded to desktop (As it might be infinite 0-tic loop state - so far I took a quick look through the code, I didn't notice anything that might suggest that while performing the alt-fire), or if you didn't load anything else on top of that.MJ79 wrote:Rapid-firing the Bitchmaker magnum (the alt-fire) causes my game to crash.
I think it'd be better if you'd just set up the thread by yourself, it's actually less of a hassle!Crudux Cruo wrote:Released, enjoy! load after the mod to play. Also, admins, please move my mod post into another thread so as to be respectful to the wishes of others, please. Thanks in advance
on another note, i'm sorry to hear that. i have alot of respect for doomnukem as an artist and its a shame that he's been burnt out. I do hope you to wont be burnt out either and continue to work on this sporadically when you can. Thanks again for the awesome mod.
Also, the poll has ended with a crushing score of 37:4 for keeping the minigun as it is. That's the spirit!

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Re: [Release] The Trailblazer (1.2a)
Just tested the magnum's alt-fire again, no problems. I had a similar issue with chain-reacting barrels, nada as well.
Other things (currently playtesting this in TVR Revolution, a famous WAD for its time):
After collecting the dual revolvers pickup, I can't collect another one (kind of useless since they already infinite ammo due to the TMAR systems from the Serious Sam series).
FMG is a bit overpowered compared to the Uzis with a similarly high fire rate and large magazine (70> 2 30-round clip Uzis).
Sometimes I inadvertently dash for no reason when I'm moving.
Why do chaingunners drop Uzis when they're using chainguns similar to the Skullthrottle (maybe at some point have a small graphical replacement for the enemies)?
Is it just me or does this mod feel very similar to Wildweasel's Terrorists mod? You have two similar protagonists with similar arsenals, and the enemies from Terrorists would make a great enemy replacement for the Trailblazer as well.
Other things (currently playtesting this in TVR Revolution, a famous WAD for its time):
After collecting the dual revolvers pickup, I can't collect another one (kind of useless since they already infinite ammo due to the TMAR systems from the Serious Sam series).
FMG is a bit overpowered compared to the Uzis with a similarly high fire rate and large magazine (70> 2 30-round clip Uzis).
Sometimes I inadvertently dash for no reason when I'm moving.
Why do chaingunners drop Uzis when they're using chainguns similar to the Skullthrottle (maybe at some point have a small graphical replacement for the enemies)?
Is it just me or does this mod feel very similar to Wildweasel's Terrorists mod? You have two similar protagonists with similar arsenals, and the enemies from Terrorists would make a great enemy replacement for the Trailblazer as well.
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Re: [Release] The Trailblazer (1.2a)
After some little behind-the-scenes discussion, changing dashing to extra button requires changing a lot of the base game mechanics like making TB's run and walk speeds the same - that's a huge no-no for a lot of reasons and kills walking over tiny platforms even if you could disable run-button dashing. The compromise will be most likely an option to disable the dashing via cvar.
- It's a chainsaw replacement, and it indeed has infinite ammo. Do you pick up any more chainsaws in stock doom on the way? I dunno what you want to suggest here - if upgrading, then it's a big no-no from me - if I'd add it to one weapon, I'd have to add it everything else to make up for it. I definitely don't plan on doing that without DN's help.
- How many times I will have to make the point that FMG isn't better than uzis? It's more accurate and less ammo consuming, yes, but it has only ten more bullets in the clip, while the uzis have far bigger damage output due to fire rate and simultaneous reloading. I don't intend on nerfing the first, or buffing the latter in any way.
- Already said what I am gonna do about it.
- I dunno, maybe because you have far higher chance to find more uzis from drops, rather than from spawns, that's why FMG is spawning. I don't intend on modifying the monsters in any way, so that's why I didn't touch them. Otherwise, as weird as it sounds from someone like me, don't you think that chaingunners dropping Skullthrottles for the sake of making sense would instantly kill what's left of the balance?
- That sounds like hardware not being able to keep up with the mod, rather than the mod itself being the problem.MJ79 wrote:Just tested the magnum's alt-fire again, no problems. I had a similar issue with chain-reacting barrels, nada as well.
Other things (currently playtesting this in TVR Revolution, a famous WAD for its time):
After collecting the dual revolvers pickup, I can't collect another one (kind of useless since they already infinite ammo due to the TMAR systems from the Serious Sam series).
FMG is a bit overpowered compared to the Uzis with a similarly high fire rate and large magazine (70> 2 30-round clip Uzis).
Sometimes I inadvertently dash for no reason when I'm moving.
Why do chaingunners drop Uzis when they're using chainguns similar to the Skullthrottle (maybe at some point have a small graphical replacement for the enemies)?
Is it just me or does this mod feel very similar to Wildweasel's Terrorists mod? You have two similar protagonists with similar arsenals, and the enemies from Terrorists would make a great enemy replacement for the Trailblazer as well.
- It's a chainsaw replacement, and it indeed has infinite ammo. Do you pick up any more chainsaws in stock doom on the way? I dunno what you want to suggest here - if upgrading, then it's a big no-no from me - if I'd add it to one weapon, I'd have to add it everything else to make up for it. I definitely don't plan on doing that without DN's help.
- How many times I will have to make the point that FMG isn't better than uzis? It's more accurate and less ammo consuming, yes, but it has only ten more bullets in the clip, while the uzis have far bigger damage output due to fire rate and simultaneous reloading. I don't intend on nerfing the first, or buffing the latter in any way.
- Already said what I am gonna do about it.
- I dunno, maybe because you have far higher chance to find more uzis from drops, rather than from spawns, that's why FMG is spawning. I don't intend on modifying the monsters in any way, so that's why I didn't touch them. Otherwise, as weird as it sounds from someone like me, don't you think that chaingunners dropping Skullthrottles for the sake of making sense would instantly kill what's left of the balance?
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Re: [Release] The Trailblazer (1.2a)
Or change the sensitivity of the dash response by allowing end users to tweak the number of tics in which their double-tapping is checked. Seems absolutely reasonable to me!After some little behind-the-scenes discussion, changing dashing to extra button requires changing a lot of the base game mechanics like making TB's run and walk speeds the same - that's a huge no-no for a lot of reasons and kills walking over tiny platforms even if you could disable run-button dashing. The compromise will be most likely an option to disable the dashing via cvar.
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Re: [Release] The Trailblazer (1.2a)
I've played a couple mods that did this. I think Cyberrunner did? Or Parkmore maybe. I can't remember. Either way, I feel like it's more sensitive in this mod than in, say, UT2k4.Zhs2 wrote:Or change the sensitivity of the dash response by allowing end users to tweak the number of tics in which their double-tapping is checked. Seems absolutely reasonable to me!After some little behind-the-scenes discussion, changing dashing to extra button requires changing a lot of the base game mechanics like making TB's run and walk speeds the same - that's a huge no-no for a lot of reasons and kills walking over tiny platforms even if you could disable run-button dashing. The compromise will be most likely an option to disable the dashing via cvar.
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Re: [Release] The Trailblazer (1.2a)
ALL GLORY TO THE HYPNO-DOSE.PillowBlaster wrote:That's not reasonable, that's plain outright terrible and~ ALL HAIL LORD KEKSDOSE.
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Re: [Release] The Trailblazer (1.2a)
The Skullthrottle makes so much smoke when firing that you can't see what you're shooting at, which mandates burst fire.
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Re: [Release] The Trailblazer (1.2a)
Maybe try not standing still while firing.MJ79 wrote:The Skullthrottle makes so much smoke when firing that you can't see what you're shooting at, which mandates burst fire.
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Re: [Release] The Trailblazer (1.2a)
or burst some shots for little til sight is clear and repeat, if you want some least accurate shots.
every option settings loves lord kekdose than the scary codding.PillowBlaster wrote:That's not reasonable, that's plain outright terrible and~ ALL HAIL LORD KEKSDOSE.
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Re: [Release] The Trailblazer (1.2a)
try the trailblazer balance mod, it addresses all these issues. dual revolvers get a buff and use ammo, the fmg has a 45 round mag and slower rate of fire. as for the chainguns... use your imagination, its a weapons mod not a monster replacerMJ79 wrote:Just tested the magnum's alt-fire again, no problems. I had a similar issue with chain-reacting barrels, nada as well.
Other things (currently playtesting this in TVR Revolution, a famous WAD for its time):
After collecting the dual revolvers pickup, I can't collect another one (kind of useless since they already infinite ammo due to the TMAR systems from the Serious Sam series).
FMG is a bit overpowered compared to the Uzis with a similarly high fire rate and large magazine (70> 2 30-round clip Uzis).
Sometimes I inadvertently dash for no reason when I'm moving.
Why do chaingunners drop Uzis when they're using chainguns similar to the Skullthrottle (maybe at some point have a small graphical replacement for the enemies)?
Is it just me or does this mod feel very similar to Wildweasel's Terrorists mod? You have two similar protagonists with similar arsenals, and the enemies from Terrorists would make a great enemy replacement for the Trailblazer as well.

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Re: [Release] The Trailblazer (1.2a)
Vanguard + Trailblazer was fun! Thanks for great mod.