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>> No.3881636 [View]
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3881636

What in the fuck is keeping people from finishing up a good wild west mod?

There's been, like...five? Attempts at it. Why does nobody go through with it?

>> No.3750313 [View]
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3750313

>>3750305
>It happens.
Not twice in the same week from the same person.

>> No.3560771 [View]
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3560771

>>3560764

I think you can probably optimize that.
Just a bit.

>> No.3498614 [View]
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3498614

it's a trap of the format, honestly.

dev builds are supposed to be for testing, not serious development.
but because of all the cool features (and extremely protracted release schedule), people aim for serious development with them
this is great for bug fixing and figuring out stuff that's broken but not so good for making stable releases

moral of the story: stop fucking developing for dev-builds unless you're 100% sure you can make things work if they go tits-up

>> No.3056348 [View]
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3056348

>>3056328
you know, i'm fine with a sort of way to tip modders you really like
but this is fucking pathetic, begging like this

>> No.2505084 [View]
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2505084

>>2505013
>>2505020
>asks question
>no
>asks question again
No, but you might be a faggot for other reasons.

>> No.1854806 [View]
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1854806

>>1854798

...

That would explain a lot, actually.

>> No.1797942 [View]
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1797942

I never understood the "if you don't like it, don't use it/remove it" argument in regards to Brutal Doom's flaws. It's just as flimsy as the "if you don't like it, don't read it" or "if you don't like it, don't play it" argument. Yes, technically I don't have to watch it/don't have to read it/don't have to use it, and thank God for that, but that doesn't suddenly invalidate the reason.

Sure, you can use an external add-on to remove a feature that the mod sells itself on, but it still exists, was still designed around it, and etc, etc. Besides, if your suggestion to someone who doesn't like the Brutal Doom features is to remove them, then...
...well, that doesn't really speak well about them, does it?

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