Brutal Doom compatibility

General discussion of the port and Doom-related chat.
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-Jes-
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RE: Brutal Doom compatibility

#61

Post by -Jes- » Tue Sep 30, 2014 11:24 am

Ænima wrote: (That way you won't get script errors if you don't load your mod with BD.)
The implementation Term listed actually doesn't give script errors whatsoever.

Klofkac
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RE: Brutal Doom compatibility

#62

Post by Klofkac » Tue Sep 30, 2014 1:10 pm

mr fiat wrote:
Spoiler: better quality? did some reverse image searching and this is the best one i could find of that symbol. (Open)
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Spoiler: Quick vectorized, and made bitmap again. (Open)
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𝕂𝕝𝕠𝕗𝕜𝕒𝕔

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RE: Brutal Doom compatibility

#63

Post by TheCubasy » Tue Sep 30, 2014 1:24 pm

Maybe we can put this on in the corner on all title-screens if re-sized to be smaller I can always just print the image on the titlemap for NZ:DE
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Ænima
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RE: Brutal Doom compatibility

#64

Post by Ænima » Tue Sep 30, 2014 5:50 pm

mr fiat wrote:
Ænima wrote: Ya know it's funny that I'm not the only one to think of something like this, although my idea was just to define an actor in your mod whose actor name is used by Brutal Doom. (That way you won't get script errors if you don't load your mod with BD.) Like, just a clip or whatever the player spawns with in BD. Then in your map/global ACS, check the inventory for that item and then unleash the payload if it's there. :p

We can make it an open-source patch for any modder to include in their mod if they so choose. We could call it "Brutal-Be-Gone" or "MarkBuster".
Spoiler: here's the logo (Open)

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lol i found this suffocation warning on some freight at work and i had to take a pic


Spoiler: better quality? did some reverse image searching and this is the best one i could find of that symbol. (Open)
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Lol yep that's pretty close! Also nice edit, Klofkac.
Spoiler: offtopic but i just found THIS at work this morning (Open)
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-Jes- wrote:
Ænima wrote: (That way you won't get script errors if you don't load your mod with BD.)
The implementation Term listed actually doesn't give script errors whatsoever.
I know, like I said it was just an idea I had like 2 years ago when Brutalmania first became an epidemic. The original reason I wanted to do it was because people were trying to host BD with one of my mods and then kept complaining to me that my mod didn't work properly.
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RE: Brutal Doom compatibility

#65

Post by Zanieon » Tue Sep 30, 2014 6:33 pm

Point is, there's no problem of Brutal Doom being a over-the-top hysteria mod, it starts being a problem from the moment that Brutal Doom invades the gameplay of other mods and retard-fans that tries plays our mods with BD always ask to fix bugs for compatibility, which of course, never happens and just feed our rage against this mod.
Last edited by Zanieon on Tue Sep 30, 2014 6:34 pm, edited 1 time in total.
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