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 111)
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 31 2014, 3:08pm replied:

Thanks for the support!

+1 vote     mod: Hatchet
WCCC Mar 29 2014, 2:00am replied:

Thanks for the continued interest, as always XD

+1 vote     article: Hatchet Monthly Update April 2014
WCCC Mar 22 2014, 4:59pm replied:

Hehe, thanks. I'd like to think some of the things we're demonstrating with Hatchet is that not only games with a long history of modding and new ideas but the gaming industry in general has left so many fun ideas untapped and within relatively easy reach. A lot of these new ideas haven't been fully implemented, but a couple of things have stood out at this point. Thanks for the support!

+1 vote     mod: Hatchet
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 24 2014, 4:09pm replied:

They're scaled and kept relative at all times. All my scaling is X, Y, Z equal. It's just the way the player's view slants things to simulate non-orthographic display, displays a level of slant. It's just random chance this guy got hit with more slant than its competitors, based on its size and posture. Did some rescaling and animation cleanup, next I might add an overlay for shotgun shells visibly loading into the weapon.

+1 vote     media: Frustration. (Text based)
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