Brutal Doom compatibility

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NachtIntellect
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Brutal Doom compatibility

#1

Post by NachtIntellect » Tue Sep 23, 2014 5:38 pm

Alright so the other day I got asked if Nazi Zombies: Doom edition had Brutal Doom compatibility (Lol?), so why is it that everyone wants mods to be compatible with Brutal Doom, I mean sure the mod has it's good points but does anyone know how long it'd take to implement all the effects onto other mods such as ones that use a particular set of weapons and monsters other than the ones from Doom, sure when Cubasy's mod is completed a bit more (I still have stuff to do, lol I am not having it easy here) I will add in brutal doom like hit boxes to do with gibs for arms, legs and head and even add crawling and headless sprites into the game, but again I ask why does everyone wish for Brutal Doom compatibility?
Last edited by NachtIntellect on Tue Sep 23, 2014 5:39 pm, edited 1 time in total.
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RE: Brutal Doom compatibility

#2

Post by one_Two » Tue Sep 23, 2014 5:45 pm

I'd be surprised if the answer isn't "because people want to play it with BD and because they like it".

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RE: Brutal Doom compatibility

#3

Post by Slim » Tue Sep 23, 2014 5:47 pm

Well because a rather sadly large of ignorant Doom casuals play it, for it's retarded amount of gore and mediocre shouting into a microphone. And because it was put on sites like ModDB, and let's not forget the BD torrent biz. Thus it is played because it's not only broadcast on most first-thought places like ZDoom forums and such.

The (rather sad) reason people want the compatibility, is because it's the most played and they think it's Doom's definitive mod. It's not.
Last edited by Slim on Tue Sep 23, 2014 8:02 pm, edited 1 time in total.
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TerminusEst13
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RE: Brutal Doom compatibility

#4

Post by TerminusEst13 » Tue Sep 23, 2014 5:48 pm

The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
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RE: Brutal Doom compatibility

#5

Post by Zanieon » Tue Sep 23, 2014 5:56 pm

because after God of War, Gears of War and any other 2005-present game that have excessive violence makes influence about this?

people plays Brutal Doom exactly because it does exactly what the title says, but only newbies into Doom and people that follow games tendencies are subjected of come here and asks this.

obviously, due to be overrated and get much more attention than it deserves, if you say "Brutal Doom" in any mod topic than Brutal Doom itself, the respective modder will get pissed off just because you mentioned.

like for me, i get pissed off with the fame that the mod have and the fanbase yelling to everyone that this is the best mod created in Doom since in fact it is so far from this as Neptune are from Mercury in our planetary system, about Mark really he need knows his place as modder, but i know him much even before he started this mod, so i still don't have something really serious to charge against him.
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RE: Brutal Doom compatibility

#6

Post by TheCubasy » Wed Sep 24, 2014 2:31 am

I am just particularly disappointed, next they'll ask if SCP Doom Breach is Brutal doom compatible (Well it can't be any worse than people asking to add a gun into SCPCB)
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

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RE: Brutal Doom compatibility

#7

Post by Dark-Assassin » Wed Sep 24, 2014 4:45 am

I wonder if I should add a script or something to my mods (though I only released one) that will forcefully make them incompatible with BD.
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RE: Brutal Doom compatibility

#8

Post by agaures » Wed Sep 24, 2014 5:18 am

Dark-Assassin wrote: I wonder if I should add a script or something to my mods (though I only released one) that will forcefully make them incompatible with BD.
This thread gave me this exact idea. Although i wouldn't know how to do it exactly. Best thing i could do is change up a lot of stuff to make it unplayable with BD.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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RE: Brutal Doom compatibility

#9

Post by TerminusEst13 » Wed Sep 24, 2014 5:27 am

phpBB [video]
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[spoiler]A whole bunch of invincible Revenants spawn and chase down the player if BD is loaded alongside my mod.[/spoiler]
Last edited by TerminusEst13 on Wed Sep 24, 2014 5:29 am, edited 1 time in total.
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

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RE: Brutal Doom compatibility

#10

Post by CloudFlash » Wed Sep 24, 2014 5:33 am

TerminusEst13 wrote: [spoiler]A whole bunch of invincible Revenants spawn and chase down the player if BD is loaded alongside my mod.[/spoiler]
Revenant spawners should replace all health pickups, imo. Or better yet, revenants should keep teleporting around health pickups.
Last edited by CloudFlash on Wed Sep 24, 2014 5:33 am, edited 1 time in total.
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RE: Brutal Doom compatibility

#11

Post by agaures » Wed Sep 24, 2014 5:37 am

Teach me your ways Terminus.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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RE: Brutal Doom compatibility

#12

Post by TerminusEst13 » Wed Sep 24, 2014 5:46 am

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:

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;
    }
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.
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.
Last edited by TerminusEst13 on Wed Sep 24, 2014 5:47 am, edited 1 time in total.
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

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RE: Brutal Doom compatibility

#13

Post by TheCubasy » Wed Sep 24, 2014 5:54 am

Oh gosh @ above posts, I would add into Cubasy's mod but I feel that'd be disrespectful instead I'll put it on every map I create and future projects I mean it's not like I am going to disappear from the community without leaving a single project, my idea is to create something terry related, but I am not going to overhaul it completely just some minor things like "WHAT YOU ACTUALLY THOUGHT THIS WAS COMPATIBLE WITH BRUTAL DOOM? (Player name here) died because he tried playing Brutal doom with this wad Hurpitty derp derp"
Edit: Wait how'd I get on this account?
Edit2: I had another idea you could make a new actor with a shotgun and have the actor loop a cycle where the shotgun is being pumped and since this loops it should be in the ready state, I haven't tested this before but it'll probably disallow the switching of the weapon if you don't use A_WeaponReady using the script from earlier you can set the weapon to that specific actor and have it print all over the screen "You like this don't you big boy?" That might be a bit excessive but yeah I think it'd annoy anyone.
Last edited by TheCubasy on Wed Sep 24, 2014 6:18 am, edited 1 time in total.
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

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RE: Brutal Doom compatibility

#14

Post by Slyfox » Wed Sep 24, 2014 6:15 am

Yo so why exactly isn't your wad brutal doom compatible?!?!?!?!

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RE: Brutal Doom compatibility

#15

Post by MrSetharoo » Wed Sep 24, 2014 7:07 am

If Brutal Doom was an actual video game it would be right up their with Call of Doody with every little kid and their 'fucked last night' mother having played it. its "popular" that's why people want it. Brutal doom is OK but just OK. If someone asks you to make compat with your mod tell them to do it themselves.
Last edited by MrSetharoo on Wed Sep 24, 2014 7:08 am, edited 1 time in total.

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RE: Brutal Doom compatibility

#16

Post by TheCubasy » Wed Sep 24, 2014 8:06 am

Oh yeah about that earlier post it works you just need to add in fire, select and deselect states, these can be filled with anything you wish but they must have a single frame within them and at the end of ready add Loop as you would with a normal weapon (I think?)
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

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RE: Brutal Doom compatibility

#17

Post by -Jes- » Wed Sep 24, 2014 10:05 am

TerminusEst13 wrote:
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I loved this thing so much I added it to RGA2 Refined JUST to try it out.

Turns out, a lot of things fuck up if you load RGA2 after Brool Dum. Haven't tried BEFORE.
Last edited by -Jes- on Wed Sep 24, 2014 10:07 am, edited 1 time in total.

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RE: Brutal Doom compatibility

#18

Post by Dark-Assassin » Wed Sep 24, 2014 10:39 am

I was thinking of making players explode when they fire a weapon.
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RE: Brutal Doom compatibility

#19

Post by Zanieon » Wed Sep 24, 2014 11:25 am

we have to try that DRM technique of SS3 BFE, spawns a invincible monster that kills the player, don't need be a giant pink scorpion, but still will be fun.

or we can try a Michael Bay method as Dark-Assassin suggested.

EDIT: well for my mods i'm very impressed that nobody asked me about Brutal Doom compatibility or something of the kind, also they don't even made a comparison, well, maybe it's because it already have lots of gore and blood into it or perhaps i'm shielded against this things cuz OpenGL usage.
Last edited by Zanieon on Wed Sep 24, 2014 11:28 am, edited 1 time in total.
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RE: Brutal Doom compatibility

#20

Post by TheCubasy » Wed Sep 24, 2014 6:26 pm

I just had a thought wouldn't it be funny for the next april fools if the devs of Zandronum and Zdoom made an effort to completely take out Brutal doom compatibility? This will ofcourse be a joke.
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

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