One of the cross games because you know if it were that much your framerate would drop in an instant.MrSetharoo wrote:Tekken or one of the cross games?TheCubasy wrote:You forgot the Framerate killerMrSetharoo wrote: Super Ultra Alpha Accent Core XX Turbo Brutal Doom Remix++ Xrd Arcade Edition.
Brutal Doom compatibility
RE: Brutal Doom compatibility
Play scary.wad, it's horrifying: http://zandronum.com/forum/showthread.php?tid=5289
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
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
Brutal DooMxNashgore XIV-3 Turbo

After seven years, my blasphemous abortion is finally put in the ground.
RE: Brutal Doom compatibility
Brutal Skulltag
Reinforcements: midgame Survival joining/respawning
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)

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)

RE: Brutal Doom compatibility
This is off-topic but does anyone remember Mark's discussion about adding a pistol into the game? Personally it doesn't have to be an actual pistol it could be a side-arm such as the magnum or D. eagle, sorry but he's just a little bit retarded.
Play scary.wad, it's horrifying: http://zandronum.com/forum/showthread.php?tid=5289
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
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
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RE: Brutal Doom compatibility
He does, he wasn't like this when he started modding (his first mod was Armagedoom), but after improving Brutal Doom by looking in the codes of other modders and getting ideas from there and with the fame that BD got, actually, he talks as if he can do better stuff than any of us.
Some weeks ago, he talked to me on Facebook about upgrading Hunter's Moon to something more realistic of the kind that plasma gun melts enemies, Rocket's explosion makes gibs fly in flames, dismemberment with Shotgun, Nail monsters in a wall with Nailgun and this stuff that is already present in Brutal Doom and i simply said no, since that isn't not even far the focus of Hunter's Moon, and completed in the end with "Quake 3 didn't had this or Doom 3 or Quake 4 or even ET:QW".
P.S: He said too that the internal stuff of Hunter's Moon is disorganized, well i think everyone here already took a look into BD's code.
Some weeks ago, he talked to me on Facebook about upgrading Hunter's Moon to something more realistic of the kind that plasma gun melts enemies, Rocket's explosion makes gibs fly in flames, dismemberment with Shotgun, Nail monsters in a wall with Nailgun and this stuff that is already present in Brutal Doom and i simply said no, since that isn't not even far the focus of Hunter's Moon, and completed in the end with "Quake 3 didn't had this or Doom 3 or Quake 4 or even ET:QW".
P.S: He said too that the internal stuff of Hunter's Moon is disorganized, well i think everyone here already took a look into BD's code.
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RE: Brutal Doom compatibility
Super Ultra Alpha Accent Core XX Turbo Brutal DoomxSNKxCapcom Battle-Royal Tag Tournament VS J All-Star Victory Bros. Remix++ Xrd: Arcade Edition. Dream Match of the Millennium
Now with Dante from the popular series Devil May Cry!
Now with Dante from the popular series Devil May Cry!
RE: Brutal Doom compatibility
Dude, my old projects were more organized than BD's code. And anyone who knows my coding knows I can't code for shit. BD's code makes my eyes want to bleed.Revilution wrote: He does, he wasn't like this when he started modding (his first mod was Armagedoom), but after improving Brutal Doom by looking in the codes of other modders and getting ideas from there and with the fame that BD got, actually, he talks as if he can do better stuff than any of us.
Some weeks ago, he talked to me on Facebook about upgrading Hunter's Moon to something more realistic of the kind that plasma gun melts enemies, Rocket's explosion makes gibs fly in flames, dismemberment with Shotgun, Nail monsters in a wall with Nailgun and this stuff that is already present in Brutal Doom and i simply said no, since that isn't not even far the focus of Hunter's Moon, and completed in the end with "Quake 3 didn't had this or Doom 3 or Quake 4 or even ET:QW".
P.S: He said too that the internal stuff of Hunter's Moon is disorganized, well i think everyone here already took a look into BD's code.

After seven years, my blasphemous abortion is finally put in the ground.
RE: Brutal Doom compatibility
I'm pretty messy myself, I have a ton of stuff that needs organizing for NZ:DE I just simply take one look and think 'Well is anyone really going to care?' I suppose I should get more professional at this though, originally the creator of the project wanted copy and paste-abilty in order to let as many new mappers who wanted to map have an easier understanding of how it works.
Play scary.wad, it's horrifying: http://zandronum.com/forum/showthread.php?tid=5289
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
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
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RE: Brutal Doom compatibility
Me too, my codes atm in HM is just not organized separately in specifics texts files inside the pk3 (weapons in one folder, effects in another, player characters in another...) but if you open the main decorate file, you can find yourself with ease yet, it first starts with player characters definitions then go to items/powerups, then vehicles, weapons, gore, and ends with the scenario stuff.
But after hear this from him, i'm organizing everything inside the mod in a so "military mode" that nobody will not say a single "A..." to say it is disorganized, and btw i have to do this if i want make HM a open-source mod, since that makes easier to others understand where is each thing on it.
But after hear this from him, i'm organizing everything inside the mod in a so "military mode" that nobody will not say a single "A..." to say it is disorganized, and btw i have to do this if i want make HM a open-source mod, since that makes easier to others understand where is each thing on it.
Last edited by Zanieon on Sat Sep 27, 2014 3:08 pm, edited 1 time in total.
RE: Brutal Doom compatibility
I've got some sprites sorted in folders, I just need to sort out the codes, I am glad I lead the project now, I have the ability to say no to people like Mark who wish to completely destroy what the project is made for and not give credit to the people who originally made it, even though I am now in charge I am still calling this Cubasy's project (Incase you haven't noticed, I am WhiteAce), I want to see it finished even if I have to learn how to sprite and use acs to it's full extent in the process.
Play scary.wad, it's horrifying: http://zandronum.com/forum/showthread.php?tid=5289
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
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
- Dark-Assassin
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RE: Brutal Doom compatibility
I also have a habbit of keeping all my code and resources clean. It can help with working, but the lack of multiple browsing tabs in Slade3 can hinder a bit as well.
RE: Brutal Doom compatibility
Who cares as long as the modder himself can work with the project. Sure tidy projects are easier to maintain and add stuff, but it'll still be faster if the project feels natural to you while modding it. -I make a lot of spaghetti code and can still understand it months later.
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Nothing to see here
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Nothing to see here
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RE: Brutal Doom compatibility
It depends if people want others to modify their work, I guess.
Why is finding the user CP so hard?
RE: Brutal Doom compatibility
Provided it doesn't freeze as soon as you would want multiple tabs, then having to kill it via task manager.Dark-Assassin wrote: but the lack of multiple browsing tabs in Slade3 can hinder a bit as well.

https://youtu.be/qbgpcemxVPA?t=8s "Get the fuck up."
https://www.mediafire.com/?kb7sf1nizgwvqsr My custom music wad for Doom I & II - 166 MEG WARNING
<Dark-Slayer>CorpseGr1nder, get a job
<Konar6>blow*
(09:58:54)<BlueCool>think of all the stuff i couldve done in thoes 5 second
(09:59:05)<BlueCool>1. bake cookies
(09:59:16)<BlueCool>2. eat cookies
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RE: Brutal Doom compatibility
Strangely i don't have the habit of keep over9000 tabs opened, in SLADE i edit all texts in the same tab, i prefer go clicking on each to edit than keep all of them opened to in the end lost myself in what i was doing (happens to me).
I agree on this, and for me my organization is fine (not the best but is), however i'll reorganize everything including the text inside the lumps itself to something easy to find and understand, because if there's a bug noticed by another modder it makes ease to him find the problem and report (or even fix by himself) to the mod's owner.Cruduxy wrote: Who cares as long as the modder himself can work with the project. Sure tidy projects are easier to maintain and add stuff, but it'll still be faster if the project feels natural to you while modding it. -I make a lot of spaghetti code and can still understand it months later.
Last edited by Zanieon on Sat Sep 27, 2014 10:17 pm, edited 1 time in total.
- Dark-Assassin
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RE: Brutal Doom compatibility
I never had problems with the multiple tabs when editing the files. I just want some more tabs to browse multiple folders at once.Espio wrote:Provided it doesn't freeze as soon as you would want multiple tabs, then having to kill it via task manager.Dark-Assassin wrote: but the lack of multiple browsing tabs in Slade3 can hinder a bit as well.
RE: Brutal Doom compatibility
lol i somehow missed the entire first page of this threadTerminusEst13 wrote: They're not really my ways, since ijon taught it to me...but honestly, with ACS, it's pretty simple.
Have an Enter script, and at the start of it put in:What this does is sets the world marker for "hey, is brutal doom loaded?", and then on load it instantly tries to spawn two Brutal Doom-specific actors. If either of them spawn successfully, the script says "yup, brutal doom is loaded". From there, it's just a series of if (isbrutal) checks, and whatever's in there will be executed if Brutal Doom or Ketchup is loaded alongside. You can fuck with the player in whatever creative/cruel/friendly/nasty ways you wish.Code: Select all
int isbrutal = 0; if (Spawn("Brutal_Blood", GetActorX(0), GetActorY(0), GetActorZ(0), i) || Spawn("BrutalPistol", GetActorX(0), GetActorY(0), GetActorZ(0), i)) { Thing_Remove(i); isbrutal = 1; }
You can either kill the player on the spot and spam ">PLAYING BRUTAL DOOM" over and over via Print and Log, or you can do what I did and have a little minigame where you have to race to the end before the Revenants get you! A friend's mod is a bit less subtle and just takes away the player's ammo and locks them in a constant "FUCK YOURSELF" taunt cycle over and over and over.
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)
Reinforcements: midgame Survival joining/respawning
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)

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)

RE: Brutal Doom compatibility
Where there's someone stupid trying to merge your mod with brutal doom, who you gonna call MARKBUSTERS!
Play scary.wad, it's horrifying: http://zandronum.com/forum/showthread.php?tid=5289
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
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
- mr fiat
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RE: Brutal Doom compatibility
Ænima wrote:lol i somehow missed the entire first page of this threadTerminusEst13 wrote: They're not really my ways, since ijon taught it to me...but honestly, with ACS, it's pretty simple.
Have an Enter script, and at the start of it put in:What this does is sets the world marker for "hey, is brutal doom loaded?", and then on load it instantly tries to spawn two Brutal Doom-specific actors. If either of them spawn successfully, the script says "yup, brutal doom is loaded". From there, it's just a series of if (isbrutal) checks, and whatever's in there will be executed if Brutal Doom or Ketchup is loaded alongside. You can fuck with the player in whatever creative/cruel/friendly/nasty ways you wish.Code: Select all
int isbrutal = 0; if (Spawn("Brutal_Blood", GetActorX(0), GetActorY(0), GetActorZ(0), i) || Spawn("BrutalPistol", GetActorX(0), GetActorY(0), GetActorZ(0), i)) { Thing_Remove(i); isbrutal = 1; }
You can either kill the player on the spot and spam ">PLAYING BRUTAL DOOM" over and over via Print and Log, or you can do what I did and have a little minigame where you have to race to the end before the Revenants get you! A friend's mod is a bit less subtle and just takes away the player's ammo and locks them in a constant "FUCK YOURSELF" taunt cycle over and over and over.
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)