A child growing up to become a man| Runs into battle, always a plan| And he feels he's losing his mind| Every fight demands another, gear to grind| It all seems insane, a blitz of a fight| As an enemy is conquered, he proves his might He lays upon a hill of those shot and killed| Some pass it off, some say he is skilled| He wipes the sweat off his brow, the blood off his blade| Time has passed and its been another day| As he feels he is stronger, the journey is not at end| He loads a gun and rushes in, patience low with wounds to mend| As dusk turns to dawn he stops to rest| Yet always more to do, to win, to beat and best| His rest is short and his return is swift| A guardian back to squander his gifts|

Comment History  (0 - 30 of 120)
WCCC Nov 20 2014, 2:57pm replied:

The way I see it, that gatehouse face is being shown because that guy just had his shoulder bitten by a giant worm. Riveting work as always!

+2 votes   media: Basilisk05
WCCC Oct 31 2014, 8:17pm says:

Side note: Ignore the book icons on the belt. Whipping up those new beasties right now!

+1 vote   media: Gear tale Time 5/10
WCCC Oct 23 2014, 7:21pm says:

Simply staggering. I look at any corner of these screenshots and just think "How do the gods of BSP approve of this", but it's awesome, no getting around that!

+2 votes   media: DXMP_WW2_Basilisk
WCCC Oct 23 2014, 6:35pm replied:

Depends what total conversion we're talking, to play devil's advocate here. Some mods (shifter, smoke39, hejhujka's hardcore mod) may use or ask for an install method that overwrites vanilla, which notably creates issues for uninstallation for the non-tech savvy and creates multiplayer incompatibility.

That being said, some campaign-style mods do partial file conversion (2027 and TNM both used modified vanilla files) but may do so by shoving them in a NEW directory and calling a "load mod folder first" style of loading, which allows it to not override vanilla yet still modify function when running the mod.

My advice: read the instructions, see if it makes any overrides to vanilla, and if you're unsure or think it does, refrain from doing so (unless you're okay with using backup files or reinstall later) and try out some nice ones that don't.

CyberP is very right though, there are some excellent total conversion mods (overriding and otherwise) out there for Deus Ex. I was hesitant for getting into them for a while myself, but found I was very happy at some discoveries, such as Smoke39's total conversion mod, which is mind-blowing in countless senses.

+1 vote   mod: Hatchet
WCCC Oct 16 2014, 10:44pm says:

This game is highly inspired and related to some of my favorite gaming content to date, but man this is currently still a dry play. I admit after much mucking about and circling, I have my doubts about the combination of open world, randomization, and progression based elements. Forked out the 5$ or so for the early access price, and I will look forward to its finished release. Additionally, the maker was blazing fast at replying to an issue I had personally. The heart and sweaty labor is abundant, and I'm sure this piece has a ways to go, I hate to admit I'm skeptical, but I'm hoping for the best. Good luck!

+1 vote   game: Lenna's Inception
WCCC Oct 3 2014, 11:03pm says:

Also side note: frangible rounds that were used against first target I just realized shattered and were in halves on the ground near him due to armor level. Fun fact.

+1 vote   media: Low Tech Weapons Demo
WCCC Sep 23 2014, 6:56pm replied:

Missed out on this chain of comments. Anyways, here's my late feedback on these:
-Sloppy is pretty much MTMF's middle and last names. These were mostly done for experimental purposes in relatively lazy insertion methods.
-Too easy? Agreed. This can get pretty lax, but usually playing on higher difficulties ramps ups the mods challenge several fold. It's still not perfect and probably less hard than realistic base, but the tanky enemies hopefully balance it all out. Real bullet sponges, sometimes.
-Never encountered that glitch. Very interesting. I wouldn't be surprised if odd things occurred with the inventory because of this mod, but I would really hope otherwise.

+1 vote   download: MTMF: MSBorderlands V1.2
WCCC Sep 14 2014, 3:40pm replied:

Yeah, it's good to be moving again steadily on stuff after a long slow. Also been busting away some of the must elusive (and rare) of bugs with relative ease... expect some great stuff soon!

+1 vote   media: Quest Screen Preview
WCCC Aug 24 2014, 12:05pm replied:

Haha, you should've seen the first draft. Our current is a 10 sided cylinder with 6 sided chutes, and 3 sided points on the body, head, and 3 areas of fletching per side. The OLD version was a 9 sided cylinder with 5 point chutes, with an odd 2-sided head, 5 sided body, and 3 fletching bits that didn't line up very nicely. Although it was trying to save poly count, it had to be revamped with 3 sidedness for the 3 pieces of fletching, 6 sided chutes to decrease the "blockiness" and 10 sided cylinder for the sake of symmetry, as it has 5 rounds stored total.

+1 vote   media: Dart Ammo Models
WCCC Jul 10 2014, 4:54pm says:

Ooh. Just noted some audio lag and me forgetting I had standard quality rifle at one point, not high quality. Oops. Conclusion: Gun's balancing is highly acceptable- since a higher quality model would've done better vs hardcore opponents like seen here.

+1 vote   media: Gust Rifle Demonstration
WCCC Jun 30 2014, 12:47am replied:

Haha. Glad you think so too. It's amazing what one extra line of code can do to world detail lol.

+1 vote   article: Hatchet Monthly Update July 2014
WCCC Jun 25 2014, 1:17pm replied:


+1 vote   media: Arsenal Reskin Completion Demonstration
WCCC Jun 25 2014, 1:16pm replied:

Thanks. Lore is an important part of forging a believable world, so precise or thoughtful writing, even on the tiny things, helps to develop the world a step at a time.

+1 vote   media: Gust Rifle Blueprint
WCCC Jun 21 2014, 1:04am replied:

An update was released a wee bit ago to v1.2, which has some smaller tweaks... and I'm not sure where the file can go from here, as prettymuch all of these instabilities aren't clear where they're sourced, and the features list is about as good as it gets. If anything does come up, it'll be updated along side in the public release as well as the private version, so there isn't anything new being left out. I don't really do blogs, but ModDB is about as close as its comes, but this mod is also far too small for its own mod page.

+1 vote   download: Broop Mod Public Release V1.2
WCCC Jun 9 2014, 9:06pm replied:

A lot of the models could use reposturing or revamping. I know the aging 10mm is like prime target #1 if we ever backtrack to improve models... but for the sake of progress combined with the fact that the only thing more demotivating than modeling an endless slue of weapons is re-modeling them, weapons are really being given the no card to being redone at the minute. Additionally some of the more realistic postures are somewhat less compatible with iron sights than less realistic ones, and we kind of do some of the pistol anims as held with one hand and reloaded with 2 hands, which is a mini DX homage in itself.

That running animation is gonna get revamped more than one could imagine. Maybe crouch move because it's kind of minimalist, but honestly the run one is the most important and awkward atm. Something about the otherwise consistent rotation makes the fist reaching its peak do a bit of a flick upwards, or so it appears and/or is being played by the anim system... but there should be a combination that is pleasing.

If it was high-time to revamp some of these postures though... yeesh. The carnage that would ensue. Like the difference between the old N16 and the M460 as well as the AK4T7 based LMG, it's not even anywhere close.

+1 vote   media: Hands Mini Demo
WCCC Jun 4 2014, 1:11am replied:

Yeah. Some of the shiny features were very hatchet dependent, so this is much more Vanilla oriented... so it's about on par with vanilla's depth, that is less than optimal for mods. Now what IS important to know is that it is compatible with various server packages for gear codes, in case you wanted TNAG, tactical, whatever, and needed to spruce up the difficulty with damage multiplier or something.

That being said... the crashes aren't properly understood. It's clear that they are at random, and during some missions and map transitions that may be either more common or there may be more than one source on the crash. There's nothing immediately in mind for what causes said crashes, but I know I've spotted issues way in the past related to some of the SP bits causing loading errors or map exits errors, but that accounts for only some. Otherwise, even if it's manually triggered via console command vs bumpable teleporter actor, the crashes occur in varying degrees based on the map at hand. Big mystery, and definitely annoying, but at least with map saving features and DX's now aging CPU usage rebooting should be fast and easy if you use the saved slot. Not much to be said for now, but we may look into some other things as this sees use for the testing party and ideas enter the picture as to how and why crashes occur. Sorry I don't have more to offer at the moment.

+2 votes   download: Broop Mod Public Release V1.2
WCCC May 18 2014, 3:30pm replied:

Thanks. Semester is almost done, so I'll finally have time for the melee weapons next. Once we get those in the picture we'll finally no longer just be a shooter.

+1 vote   media: Slugger Pickup Preview
WCCC May 9 2014, 5:58am replied:

I admit I was hesitant about doing from-scratch pixel art for its icon, but I'm incredibly okay with the outcome, all-in-all. Thanks for support!

+1 vote   media: Recipe Book Screenshot #1
WCCC May 2 2014, 3:09pm replied:

I cheated just a wee bit. Guns in Deus Ex have 3 parts to their recoil simulation: the animation that shows guns shaking/riding back, recoilstrength property that causes vertical camera drift, and shakemag that causes some rolling/shaking during firing. While melee weapons shouldn't have recoil and already have animations that give the impression of throwing your weight into a strike, they ignore any use of shakemag in vanilla. While working on the hatchet's first person and doing eons of animation tweaking, something just felt unimmersive and I just couldn't tell what, then it hit me: the screen is too still during swings, so the shakwmag clause was cloned and tweaked for a 2nd type just for melee weapons, and I think it proves a very succesful addition to melee weapon mechanics.

+1 vote   media: Combat Knife Double Feature
WCCC May 2 2014, 2:59pm replied:

Generally I would, but that tends to be a poor judge when accounting for animations (that per object animation does not allow for playing in blender) and other variables such as changes to its playerviewoffset or future rescaling. If I didn't have a lot of tools for speeding up export to import/recompile, I could otherwise forsee myself taking time to play with that for a rough starting estimate, in some parallel universe.

+1 vote   media: Combat Knife Frustration
WCCC May 1 2014, 8:03pm says:

Whoops, just noticed I forgot to dismiss spell correct in the 2nd text box... oops. Oh well, let's just say it adds a little extra giggles to things.

+1 vote   media: Combat Knife Frustration
WCCC Apr 29 2014, 7:26pm replied:

Haha. Don't worry. Me and Atrey are pretty sharp guys when it comes to how we approach mechanics, so we won't be overriding any files unless it becomes absolutely necessary, which I'd call pretty unlikely to become so. In my 11 years of DX I've experienced the woe of not being technically knowledged and having a total conversion mod warp your copy into something non-reversable. Thanks for the interest and support!

+2 votes   mod: Hatchet
WCCC Apr 17 2014, 2:30pm replied:

Yea. It doubles as a set of knuckle dusters, in case you wanted to do nonlethal, but otherwise has higher attack speed than the Hatchet, since they all need unique strong-points to compete with the overall balanced main melee weapon.

+1 vote   media: Combat Knife Pickup Preview
WCCC Apr 12 2014, 2:14am replied:

Think I assumed some of the interest stemmed from the ExUV relation, but glad to hear you are very genuinely excited as well, either way supportive feedback is supportive feedback, and for that I thank you. XD

+1 vote   media: Combat Knife Crafting Preview
WCCC Apr 11 2014, 8:01pm replied:

Think I'm just gonna start handing you +1's instead of comments lol. I'm happy as ever to see you're interested and diligent to observing my updates, but unique comments for every one of yours is quite an undertaking lol. Consider +2 as "Thanks for your support and continued interest!"

+1 vote   media: Combat Knife Crafting Preview
WCCC Apr 8 2014, 7:41pm replied:

Aggravating as well. Had to adjust this sequence about 5 times, so that was 105 parent relationships reset and 105 "G > Z > -10"'s, 5 exports, 5 copies, 5 reprocessings, and 5 more pastes and finally recompiles. Plus all the stuff inbetween about actually adjusting anims. Liking the way it's coming out so far though, so it's the tears we shed for the sake of entertainment.

+1 vote   media: Sniper Animation Madness
WCCC Apr 8 2014, 12:25am replied:

Yea. I admit the older version was less contoured as well as lighter in color scheme. I had a V2 or V3 model lying around partially meshed, and it's gone from "the iron slab" to "dark color sets never looked so good". Thanks for the interest as always.

+1 vote   media: .50 Double Sniper Pickup Preview
WCCC Apr 6 2014, 8:22pm replied:

Yea. I have a funny feeling that the double .50 cal demonstration might have to double as a demonstration for the new gore system, whether I want it to or not. My perfectionist tendencies have lowered the known error margin to 0, so I think the system's semi-realistic nature won't allow me to go popping .50 cal sniper rounds (let alone 2 of them) into enemy combatants without making a spill.

+1 vote   media: Gore System Editions
WCCC Apr 5 2014, 2:26pm replied:

Video seems broken on ModDB. Not sure what you mean by that XD

+1 vote   media: Twelve Gauge Burst Demonstration
WCCC Apr 4 2014, 11:05pm replied:

Yea. We always find a way somehow, and I know our progress leaves stuff to be offered for viewing pleasure/passing time. Thanks for the interest as always!

+1 vote   article: PERSITANT UPLOAD ISSUES.
WCCC Apr 2 2014, 8:26pm replied:

Thanks. Animating the first person of this is gonna be a real pain, got a lot of fancy stuff with an ammo belt and etc. Hence why it's the 2nd to last to be completed... regardless, it's gonna get done ASAP.

+1 vote   media: Burst Fire 12 Gauge Pickup Preview
WCCC Apr 2 2014, 3:20pm replied:

Glad you enjoyed it. I gave up all my freetime yesterday for that and re-watching The Ninth Gate. Slowly but surely...

+2 votes   media: Then and Now
WCCC Mar 31 2014, 3:09pm replied:

But of course. We intend to attack and radically upgrade a little bit of everything, so groundwork is an intensive step!

+1 vote   media: NPC Quadrant Preview
WCCC Mar 29 2014, 2:00am replied:

Thanks for the continued interest, as always XD

+1 vote   article: Hatchet Monthly Update April 2014
WCCC Jan 26 2014, 6:22pm replied:

Thanks. This guy was a real pain to put together, but it's precision crafted and looking very nice.

+1 vote   media: General Rifle (Poly-Gone)
WCCC Jan 24 2014, 8:11pm says:

Small note of things changed within an hour or two of this video's posting:
-Shotgun model up-scaled. It was outrageously small, smaller than handguns (especially accounting for hands)
-ReloadEnd animation for reloading with shots already in the tube now ends properly.
-Sights are less awkward and feel more believable.
-Slight "junk" frames between reloadbegin and reload loop were edited out, making the animation more natural looking.
-Various stuff about the 3rd person model animating itself at different rates than the 1st person does.

Things to do today:
-Install overlay for shotgun shells to actually load into the gun, instead of empty hand.
-Pitch/mixing on sound effects to accommodate for the weapon's stature. It has the same sounds as the 10G at the minute.

+1 vote   media: 12G Compact Shotgun Demonstration
WCCC Jan 22 2014, 5:01pm replied:

Yea I just realized that myself. Thanks for the 2nd opinion. I've played with this scaling so much I'm just starting to lose track of the tinier things. If this gun wasn't so awkward IRL it might be easier to animate, but damn my first attempt at select anim played out horribly. Oh. And not to mention that muzzle flash is also receiving some brutal downsizing from the perspective slant. Note the breach muzzle... thing is also appearing to be the same diameter as the main barrel and tube, whereas in the pickup model it was significantly larger.

+1 vote   media: Frustration. (Text based)
WCCC Jan 8 2014, 6:47pm replied:

Yea, it's very flattering, that's for sure. Looks like we're gonna join up with 'em so this is gonna be fun. Gets us all pumped up just thinking about it.

+2 votes   article: Woah.
WCCC Dec 30 2013, 1:13am replied:

WOAH. Wrong here. SO WRONG. I feel awful, was originally going to package this mod with a possible candidate for the 3rd in the series, MSBorderlands, which is a procedurally generated loot system but is also radically unstable. It DOES however, share the same special effects file, a text file. This wasn't included when I packaged them seperate. In fact, I just tested this a tad in shifter, and you can summon the item and PROBABLY work out everything in the mod. Sorry for the inconvenience, I swear I find a new way to screw things up every time. Let me know how the patched file works, please. Sorry once again.

+1 vote   download: MTMF: MSMassEffectF
WCCC Dec 30 2013, 12:54am replied:

That summon code is completely accurate. I regret to inform that this mod is not as compatible as the Suit mod as far as total conversion mods. For the player's perspective it doesn't make total sense, but they chance a lot of things around in those kinds of mods, lowers cross-compatibility drastically, even though shifter attempted to think ahead for the most part when it comes to compatiblity. Mod is not compatible it seems, thanks for the feedback and of course, your continued interest in my work. If you have any secondary installs of deus ex or could make one in a new location, you can probably play around with this and other mods while keeping shifter/biomod as your main play style. That's about all the friendly advice I have, wish I had more!

+1 vote   download: MTMF: MSMassEffectF
WCCC Dec 13 2013, 6:19pm replied:

Light weapons are generally very specialized in what they're good at, and some of them are kind of meant for suppressive fire, and most (except the shotguns I believe) get a moderate accuracy bonus from upgrades in addition to damage and fire rate. The minigun is kind of a all-range vs groups weapon (it's deadliest at close range, but its monstrous rate of fire can make it effective at almost any range, given enough focus), the MG is kinda like the assault gun, it's meant for use at close range in panic situations, but if focused can be used to fight larger groups of enemies. Auto shotty is by far one of the deadliest, but is very ineffective at longer ranges and goes through its magazine the quickest, nonetheless, it is incredibly deadly at close quarters. The masterkey is of course for breaching doors, but its damage is very high so it can also be used for Run n Gun combined with sprint mode, or sneak attacks in some cases. The tranquilizer carbine definitely needs more upgrades to be general use, but otherwise works well as a close quarters stealth weapon. At higher levels, it can be used almost in place of MG or some others, but its relatively higher accuracy, suppressor, and tranquilizer over time make it key for close quarters silent takedowns, for which it is incredibly effective, being a 100% silent weapon. Medium weapons are of course more powerful than light weapons, and special weapons above medium. The MG's main strength I'd like to emphasize is that it can have good accuracy when focused and has very high damage per shot, especially at higher levels, and even more when compared to the minigun.

+1 vote   download: MTMF: MSIronMan V1.3f
WCCC Dec 13 2013, 4:30am replied:

Oh for frank's sake. Got locked out of editing previous comment the moment I posted it. Y U DO DIS. Anyways, I'm here one last time to report that the armor system and shield do not in Shifter it appears. Not sure why, but it seems they removed the call for mutators to intercept damage being applied in a game, particularly for single player I suppose. Didn't look at their code, but either way it's out of my hands completely and I simply have no other way to make it intercept damage for the mod, so that's going to have to stay like that for better or worse. Sorry.

+2 votes   download: MTMF: MSIronMan V1.3f
WCCC Dec 13 2013, 4:21am replied:

Another followup. Forgot about the minigun tidbit you reported and/or assumed it was in a similar vein to the auto shotgun stats disbelief, but checked it out just a minute ago, and the minigun doesn't spinup in Biomod/Shifter. I added a fix for this in v1.2 and now you can type "mutate shifter" on your save to fix it. You'll get a message and it should be resolved wonderfully. Thanks again for the report!

+2 votes   download: MTMF: MSIronMan V1.3f
WCCC Dec 12 2013, 7:48pm replied:

Uploaded said patch with some various concerns in it. Your feedback was incredibly helpful.

+2 votes   download: MTMF: MSIronMan V1.3f
WCCC Dec 12 2013, 7:20pm replied:

Wow. Feedback-splosion. Come to think of it I think the shield mod temporarily ups jump height to cushion fall damage... this should probably be patched since thrusters do things better. Glad to see you worked out .ini issues, because I know the setup is very confusing for those who haven't worked with this technical jargon before. And the auto shotgun does have proper stats as far I can tell. I cite the code (Which is not protected, feel free to analyze and learn from it or whatever floats your fancy)

if (CurrentMode ~= "Auto Shotgun")
AreaOfEffect = AOE_Cone;
ReloadCount = 20;
ShotTime = 0.2 - AutoShotgunValues[AutoShotgunLevel];
bInstantHit = True;
hitDamage = 3 + AutoShotgunLevel;

//AmmoType.AmmoAmount = 10000;
ClipCount = 0;
FireSound = sound'IronAutoShotgunFire';

BaseAccuracy = class'WeaponAssaultShotgun'.Default.BaseAccuracy;
MinigunSpinup = 0.000000;
SinceLastShot = 0.000000;
bMinigun = False;
bCanTrack = False;
bTranquilizer = False;
bSniper = False;
bMasterKey = False;

NoiseLevel = Default.NoiseLevel * 1.2;

Default.hitDamage = 3;

bMakeCasings = False;
bMakeShells = True;

Seeing how the values for shotgun fire rate bonus range from 0 to 0.05, the shotgun has its between shot time decreased by as much as 25%, or roughly 33% faster. It doesn't get crazy fast like say the minigun, but the change is there.

Thanks for taking the time to give some feedback! Hope you have fun with this. The jump thing, a typo I found in the stun missiles description, and possibly the hitdamage not updating in the info window (but it DOES upgrade that actual damage done while firing) might be grounds for a patch, but I'd like to prevent patching where possible since this is miniature and otherwise pretty acceptable, aside from the confusing setup.

+2 votes   download: MTMF: MSIronMan V1.3f
WCCC Dec 2 2013, 3:33am replied:

Thanks for the feedback, and of course the support as well!

+1 vote   media: Folding Double Sniper V3
WCCC Nov 2 2013, 12:21am replied:

Thanks. Never thought that microsoft would make my desired software of choice, but it has proven leagues better than Wax was.

+1 vote   media: HnK M460 Demonstration.
WCCC Oct 23 2013, 11:47pm replied:

I know right? I felt really good about my old modeling, but now I look at it and have to resist a very potent urge to remodel it. (We can't move forward without it, but some are on grounds for remodeling to accommodate updated mechanics or for plentiful use of inverted faces) I do very much appreciate the support/feedback.

+1 vote   media: Assault Rifle #2 Pickup Preview
WCCC Sep 3 2013, 12:13am replied:

Thanks, I got one last thing to tweak then I'll upload the finished preview soon.

+1 vote   media: Ability Tree Preview #1
WCCC Jul 20 2013, 3:20am replied:

The process for modding has several steps. A lot of these start off as extremely rough sketches and work their way up into digital blueprints, which go to icons and workbench art, then pickup and 3rd person meshes before being animated in a first person mesh. Meshing is usually complicated and time consuming so right now I'm holding off on delving too deep early on.

To more directly answer the question, there's a lot of items in a lot of different fields being juggled for groundwork in the mod, so I find it best to juggle the first few layers of development on each item then upload whatever fruits people may or may not find interesting, since it beats not throwing any bones the viewer's way for unpredictable periods of time.

And I also do use these as personal reference for modeling.

+1 vote   media: Submachine Gun Blueprint
WCCC Jul 4 2013, 8:28pm replied:

Me and Atrey have yet to sync files for a while, so I end doing a bit more content then him in our current state (Though I think he's also been employed in multiple projects as of late). He does however posses skills I do not, such as a touch of music making and being able to do anything with HUD's (I positively suck with HUDs, short of repogramming and reskinning them), amongst other skills. We make a hell of a team though, especially with each of us being multi-skilled.

+1 vote   media: General Rifle Crafting Preview
WCCC Jul 4 2013, 5:27pm replied:

Thanks. Several hours well spent.

+1 vote   media: 10 Gauge Shotgun Pickup Mesh
WCCC Jul 1 2013, 10:30pm replied:

We appreciate the support! Lots of groundwork to be done since a lot of this is quite ambitious, but so far everything is going quite smoothly.

+1 vote   article: Hathet Monthly Update July 2013
WCCC Jun 23 2013, 10:11pm replied:

Thanks, as time consuming as these tend to be, they are worth all the effort.

+1 vote   media: 10 Gauge Crafting Previews
WCCC Jun 11 2013, 1:48am replied:

Thanks, I'm glad to see people are following this still. Probably going to redesign the scope and barrel to be a bit more refined, as my quick improvisations on those feel very mismatched.

+1 vote   media: Folding Doubled Sniper Sketch
WCCC Mar 31 2013, 11:56pm replied:

Thanks, been quite the hassle to put together, but I think it'll pay off quite nicely.

+1 vote   media: Hatchet Crafting System Preview 3/31/13
WCCC Mar 5 2013, 3:23am replied:

Sorry for the insanely lat reply on this, but to answer the question, yes. The idea is that by firing the weapon, even without hitting anything, the character becomes used to the motions of operating it, and in turn learns to handle it better. Although one could theoretically just shoot a wall all day for free skill, the ammo spent and condition damage done to the weapon would be very costly in resources, not to mention the process itself would be slow. With 100 levels of skill for both weapon family and weapon model, each taking several vollies of shots to raise per level, and higher requirements each next level, the best method of raising a skill is combat application. In combat, at least you can kill something and hopefully plunder some resources to make it worth your while... and hey, it's fun too.

+1 vote   media: Hatchet Pistol Skill Test
WCCC Mar 3 2013, 11:13pm replied:

Touchè. Also appreciate the feedback!

+1 vote   media: Finished Health Screen
WCCC Jun 1 2012, 6:03pm says:

Ops, this video and the M16 one lost some video quality when I tried to compress by removing audio, hope you guys can work through that... >_>

+1 vote   media: Hatchet Melee Skill Test
WCCC Mar 31 2012, 3:09pm replied:

The safety mechanism would unlock itself when you hit "Fire", and it would be handled much like firing modes, but enabling it would probably be a separate key I'll need to install, much like TNM had a special key to draw fists.

Thanks for the input!

+1 vote   article: Delay + NEED INPUT
WCCC Mar 30 2012, 12:55am replied:

Thanks. It's far from perfect, but it's not bad for a start, that's for sure.

+2 votes   mod: Hatchet
WCCC Mar 30 2012, 12:52am replied:

Ha ha. Speaking of which, need to remove the aug system fairly soon, IE flashlight, etc. Glad to see I've already got a follower.

+1 vote   media: Hatchet Screenshots Group 1
WCCC Oct 17 2011, 8:04pm says:

2027 Cheats, taken from a decompile of the Deus Ex 2027 mod:

(To use cheats you must first modify the .ini file at your C:\DeusEx\2027\System, find 2027User.ini and add T=talk at both locations in notepad, you should notice that you don't have to erase "say" every time you use console)

Skulgun or Thingamabob: Enable cheats, should hear a PING
Deus: God mode
Chronos (optional number): Slomo
Submarine: Unlimited underwater time
Conspiracy: Kind of like legend menu
GiveItems: Betatesting gear
Fly, Ghost, Walk, Summon, Spawnmass: All same as before, but you'll need to add DeusEx. in front to summon classic items
Ammunition: AllAmmo
Camo: Toggle invisibility
ThirdView: Toggle behindview
DieWorld: kill all living things
AllPower: AllEnergy
Alldata: Images
AllPerks: All perks, lol.
AllSkillPoints: lots of perks and skills to spend

+4 votes   member: WCCC
WCCC Aug 9 2011, 1:59pm says:

Fun fact, the 1 came at the 6th decimal place, which is exxactly where decompiled .uc files carry floating decimal points to.

0 votes   download: New Vision - Version 1.000001 Hotfix
WCCC Aug 8 2011, 3:56am replied:

yes, if you call a Beetle, Spider, Bee, Ant hybrid that attacks in swarms and sprays poison, bites, and stings cute. Would totally be a menace if they didn't make voltage in their hives.

+1 vote   media: Finished Spiebel Base
WCCC Aug 7 2011, 3:45am says:

Gun shaping is, all-right. I'd probably look into adjusting the definition of the skin, as it looks, bluntly, low definition and rather pixelated. You can increase the definition up to 256x256 if you're running default DX rendering.

+1 vote   media: Small Screenshot
WCCC Aug 5 2011, 5:00pm replied:

thanks lol. I ended up finishing the whole system (and the shopping system bit) by about 3 AM.

+1 vote   media: Ralph Holstering & Skins Preview
WCCC Jul 31 2011, 1:10am replied:

Anything from 1.3 onward is compatible. This is an update/additional add on for the Ralph Lover's Patch. Think I've about perfected him lol.

+1 vote   download: DSTNM RLP 1.1
WCCC Jun 3 2011, 8:50pm says:

CAP, realized a bug in the patch from something I forgot to set back in my investigation of the travel bug, Going to have to update it, to the people who downloaded, sorry and you'll have to do it again. -_-

+1 vote   download: DSTNM Patch 1.4
WCCC Nov 22 2010, 11:03pm replied:

yea, it's just too darn hilarious XD, I wish all my bugs were this good!

+1 vote   media: THE BEST GLITCH EVER.
WCCC Nov 12 2010, 6:46pm replied:

haha, thanks. even more stuff has been added now, I'm going to update it...

+1 vote   article: Well...
WCCC Oct 29 2010, 7:46pm replied:

hmmmm... not a bad idea.

+1 vote   download: DSTNM v1-1.3 Compilation
WCCC Oct 13 2010, 9:57pm replied:

And no, the modification does not have a new storyline, the purpose of the modification is to merely enhance the gameplay experience of the original TNM story, it introduces no new levels, but adds new fun stuff and various non-literal easter eggs.

+1 vote   mod: DSTNM - Full Conversion Mod for The Nameless Mod
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