The implementation Term listed actually doesn't give script errors whatsoever.Ænima wrote: (That way you won't get script errors if you don't load your mod with BD.)
Brutal Doom compatibility
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RE: Brutal Doom compatibility
RE: Brutal Doom compatibility
mr fiat wrote:Spoiler: better quality? did some reverse image searching and this is the best one i could find of that symbol. (Open)
Spoiler: Quick vectorized, and made bitmap again. (Open)
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
RE: Brutal Doom compatibility
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
Play scary.wad, it's horrifying: http://zandronum.com/forum/showthread.php?tid=5289
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Nazi Zombies doom edition, fix 3 (or 0.7.3) Will be released next week if all goes well, expect some big changes in Map03
The one posting on this account is not Cubasy, rather it is WhiteAce.
Nazi Zombies doom edition, fix 3 (or 0.7.3) Will be released next week if all goes well, expect some big changes in Map03
RE: Brutal Doom compatibility
Lol yep that's pretty close! Also nice edit, Klofkac.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)Spoiler: better quality? did some reverse image searching and this is the best one i could find of that symbol. (Open)
Spoiler: offtopic but i just found THIS at work this morning (Open)
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.-Jes- wrote:The implementation Term listed actually doesn't give script errors whatsoever.Ænima wrote: (That way you won't get script errors if you don't load your mod with BD.)
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Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

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RE: Brutal Doom compatibility
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.