[Add-On] Brutal Trailblazer: Razing Hell

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
DoomKrakken
Posts: 3482
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff

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

Post by DoomKrakken »

Rodman909 wrote:Here. The file you're looking for is "Project Brutality Monsters Standalone".
Keep in mind that this mod you linked is super-outdated. It's not based off of PBV3.
RedConscript
Posts: 1
Joined: Fri Mar 26, 2021 4:29 am

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

Post by RedConscript »

Hello, i have one issue.

The addon itself works correctly, but i have graphical bug with the explosive barrels that have some strange particles going from them.

How to fix that?
ileblanc
Posts: 27
Joined: Sat Jun 22, 2019 7:37 pm
Graphics Processor: Intel (Modern GZDoom)

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

Post by ileblanc »

All I get is "4 errors while parsing DECORATE scripts". I'm trying to play with Delta touch, I'm running GZDoom V4.7.1 and with the correct load order.
Nightmarekiller
Posts: 1
Joined: Tue Apr 05, 2022 9:20 am

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

Post by Nightmarekiller »

An amazing addon, in very much need indeed. Have 2 questions though:
1) It seems that the zombie shotgun he's turning for a brief second invisible sometimes(or to say he's disappearing)
2) the normal zombie rifle men don't drop bullet ammo anymore
User avatar
DoomKrakken
Posts: 3482
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff

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

Post by DoomKrakken »

RedConscript wrote: Sun Mar 13, 2022 12:27 am Hello, i have one issue.

The addon itself works correctly, but i have graphical bug with the explosive barrels that have some strange particles going from them.

How to fix that?
You load BD Monsters Only first, Trailblazer next, and the Brutal Trailblazer patch last. Load it in that specific order and everything should show up correctly.
ileblanc wrote: Sun Mar 13, 2022 2:58 pm All I get is "4 errors while parsing DECORATE scripts". I'm trying to play with Delta touch, I'm running GZDoom V4.7.1 and with the correct load order.
It would be helpful if you posted what exactly those errors were. I can't tell you the solution if you don't tell me what's causing the problem.
Nightmarekiller wrote: Tue Apr 05, 2022 9:23 am An amazing addon, in very much need indeed. Have 2 questions though:
1) It seems that the zombie shotgun he's turning for a brief second invisible sometimes(or to say he's disappearing)
2) the normal zombie rifle men don't drop bullet ammo anymore
1) It's possible there's a sprite conflict present that I haven't yet fixed.
2) Odd. They usually did when I killed 'em. The Monsters Only version reworked the monsters so they'd drop stuff normally, though...
User avatar
Irrevenant
Posts: 68
Joined: Fri Jul 28, 2017 10:18 am

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

Post by Irrevenant »

Hey there. This doesn't seem to have Brutal puffs for the Eliminator shotgun. I think that's the only one missing. Otherwise, this is super rad.
User avatar
DoomKrakken
Posts: 3482
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff

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

Post by DoomKrakken »

Irrevenant wrote: Fri Nov 18, 2022 1:29 pm Hey there. This doesn't seem to have Brutal puffs for the Eliminator shotgun. I think that's the only one missing. Otherwise, this is super rad.
I don't use Brutal Doom's puffs for anything. I just make all the projectiles and puffs utilize the PainType/DeathType properties extensively, so that they can expose various death animations available in Brutal Doom. :)

Besides, the Eliminator Shotguns have their very own puff for some reason. :thinking:
User avatar
Irrevenant
Posts: 68
Joined: Fri Jul 28, 2017 10:18 am

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

Post by Irrevenant »

DoomKrakken wrote: Fri Nov 18, 2022 2:28 pm
Irrevenant wrote: Fri Nov 18, 2022 1:29 pm Hey there. This doesn't seem to have Brutal puffs for the Eliminator shotgun. I think that's the only one missing. Otherwise, this is super rad.
I don't use Brutal Doom's puffs for anything. I just make all the projectiles and puffs utilize the PainType/DeathType properties extensively, so that they can expose various death animations available in Brutal Doom. :)

Besides, the Eliminator Shotguns have their very own puff for some reason. :thinking:
Ahh, I meant that they didn't have puff data in BrutalPuffs.txt like the other guns. I didn't know if that was on purpose or not.
User avatar
thedeathrunner123
Posts: 149
Joined: Fri May 18, 2018 1:07 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 10 Pro
Graphics Processor: nVidia with Vulkan support
Location: Somewhere in my mind

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

Post by thedeathrunner123 »

I seem to be having the same issue with the barrels and any change to the load order (and loading it all correctly) still doesn't fix it. They keep spewing blue particles and destroyed barrel pieces rather than sludge particles.
User avatar
DoomKrakken
Posts: 3482
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff

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

Post by DoomKrakken »

Irrevenant wrote: Fri Nov 18, 2022 5:35 pm
DoomKrakken wrote: Fri Nov 18, 2022 2:28 pm
Irrevenant wrote: Fri Nov 18, 2022 1:29 pm Hey there. This doesn't seem to have Brutal puffs for the Eliminator shotgun. I think that's the only one missing. Otherwise, this is super rad.
I don't use Brutal Doom's puffs for anything. I just make all the projectiles and puffs utilize the PainType/DeathType properties extensively, so that they can expose various death animations available in Brutal Doom. :)

Besides, the Eliminator Shotguns have their very own puff for some reason. :thinking:
Ahh, I meant that they didn't have puff data in BrutalPuffs.txt like the other guns. I didn't know if that was on purpose or not.
AH

Actually, BrutalPuffs.txt is no longer used. If you check in the main DECORATE.txt file, you can see it's not included anymore.

All puffs for this version are now defined in ZScript. ;)
User avatar
Irrevenant
Posts: 68
Joined: Fri Jul 28, 2017 10:18 am

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

Post by Irrevenant »

DoomKrakken wrote: Thu Dec 01, 2022 4:35 pm
Irrevenant wrote: Fri Nov 18, 2022 5:35 pm
DoomKrakken wrote: Fri Nov 18, 2022 2:28 pm
I don't use Brutal Doom's puffs for anything. I just make all the projectiles and puffs utilize the PainType/DeathType properties extensively, so that they can expose various death animations available in Brutal Doom. :)

Besides, the Eliminator Shotguns have their very own puff for some reason. :thinking:
Ahh, I meant that they didn't have puff data in BrutalPuffs.txt like the other guns. I didn't know if that was on purpose or not.
AH

Actually, BrutalPuffs.txt is no longer used. If you check in the main DECORATE.txt file, you can see it's not included anymore.

All puffs for this version are now defined in ZScript. ;)
Haha, whoops. So they are. I see the ones for the Eliminators now. Minigun is an interesting choice for DeathType.
User avatar
DoomKrakken
Posts: 3482
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff

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

Post by DoomKrakken »

Irrevenant wrote: Thu Dec 01, 2022 5:16 pm
DoomKrakken wrote: Thu Dec 01, 2022 4:35 pm
Irrevenant wrote: Fri Nov 18, 2022 5:35 pm

Ahh, I meant that they didn't have puff data in BrutalPuffs.txt like the other guns. I didn't know if that was on purpose or not.
AH

Actually, BrutalPuffs.txt is no longer used. If you check in the main DECORATE.txt file, you can see it's not included anymore.

All puffs for this version are now defined in ZScript. ;)
Haha, whoops. So they are. I see the ones for the Eliminators now. Minigun is an interesting choice for DeathType.
That's 'cuz of how they shred things apart. ;)

I like the deathtype.
User avatar
DoomKrakken
Posts: 3482
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff

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

Post by DoomKrakken »

thedeathrunner123 wrote: Sat Nov 19, 2022 12:07 pm I seem to be having the same issue with the barrels and any change to the load order (and loading it all correctly) still doesn't fix it. They keep spewing blue particles and destroyed barrel pieces rather than sludge particles.
My goodness, that was a huge oversight on my part. I guess I didn't detect it sooner 'cuz I usually have particles disabled. The barrel actor didn't replace the right thing, and it didn't spawn the right particles either. In the end, I had to make sure to replace it using an event handler in ZScript to make sure it would spawn correctly.

I shall release an update soon.
User avatar
Blackgrowl
Posts: 87
Joined: Sun Oct 06, 2019 8:47 am
Graphics Processor: nVidia with Vulkan support

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

Post by Blackgrowl »

Does this work with "Brutal Monsters" itself though?
https://www.moddb.com/mods/brutal-doom/ ... l-monsters
User avatar
Irrevenant
Posts: 68
Joined: Fri Jul 28, 2017 10:18 am

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

Post by Irrevenant »

Blackgrowl wrote: Wed Dec 14, 2022 1:56 am Does this work with "Brutal Monsters" itself though?
https://www.moddb.com/mods/brutal-doom/ ... l-monsters
Yeah, that one works. It's the one I use.

Return to “Gameplay Mods”