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Comment History
Verkham
Verkham - - 19 comments @ Gore Mod

This works with Misery 2.1.1?

Good karma+1 vote
Verkham
Verkham - - 19 comments @ Project Brutality - Alternate Carbine Sprite

I'm an idiot, for some reason my mind read "DMR" instead of carbine.

Good karma+1 vote
Verkham
Verkham - - 19 comments @ Project Brutality - Alternate Carbine Sprite

Uh, i'd be lying if I said i'm not as equally interested for the firemode change, as i am for the sprite itself.

Anyways, great work!

Good karma+1 vote
Verkham
Verkham - - 19 comments @ Project Brutality 2.03

Yeah, my issue with that was the fact that.. well, i saw and thought that it was kinda silly to have a bigger, more expensive ammo type being one of the most common ingame (As, you know the DMR is the main weapon of the mod, or at least one of the most used).

So, i thought of the DMR as a FN15 and, balanced the gun's damage according to their ammo type and what not.

I'm just hoping the changes are well received.

Good karma+1 vote
Verkham
Verkham - - 19 comments @ Project Brutality 2.03

Just to know...

You see, i am working on some changes for ammunition and what not inside of PB, that works with UDV (also trying to see if i can make it work with other HUDs) and my question is:

Do you see, both the DMR and the Carbine being 5.56x45mm?, as well as both the minigun and the LMG being 7x62x51mm (think of the lmg as a lighter M60).

Not a very important question and what not, but just wanted to know.

Here's a pic of the changes on the HUD: Imgur.com

Probably will upload another pic showing the new ammo and it's sprites.

Good karma+1 vote
Verkham
Verkham - - 19 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

Jeje, I've spent a lot of time doing changes and what not, i feel it is working pretty well at this moment.

This is how it should look right now, notice that the weapons with no "magazines" have a different placement for the type of ammo they use.

Aaaand, i made the minigun say Triple insted of tri. :D

Imgur.com

Thanks for your time, have a good night.

Good karma+1 vote
Verkham
Verkham - - 19 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

It works!

Imgur.com

(The gun's ammo type is at the left of the ammo counter, that's what is working)

Now, that's all Mr. Saegiru, thanks for all your help, and.. sorry for being annoying.

Have a very good day.

Good karma+1 vote
Verkham
Verkham - - 19 comments @ Project Brutality 2.03

Well, i must say that, your idea for the Bhgen sounds too OP, that it would make me reduce it's ammo even further (i made some changes to ammo and what not).

In conclusion... Dude, i love your ideas.

Good karma+1 vote
Verkham
Verkham - - 19 comments @ saegiru

Good day, Mr. Saegiru, It's me again...

My apologies for bothering you with my stuff and what not...

Just wanted to tell you, that overall the work i'm doing its been working and, i'd like to show you a small pic, it doesn't show much, but at least to give you a look of the ammo display.

And also... i was wondering, if there's some way in the Sbarinfo to show the ammo type of the gun one's using at the side of it's name, as... at least in the secondary display (C2 in version 1.84) is some empty space and i feel it would look good as well as giving the player more info about what ammunition he's firing.

Here's the pic: Imgur.com

Note: The pic has a small example of what i mean with displaying the ammo types at the side of the name of the gun. No, it's not coded yet, it's photoshop.

That's all, and thanks for your time. My apologies for any inconvenient I could cause.

Have a good day.

EDIT: I messed up, the UAC30 DMR is set to use 5.56x45, not 7.62x51... My bad.

Good karma+1 vote
Verkham
Verkham - - 19 comments @ Project Brutality 2.03

Darn it, the guest's comment above is mine, i forgot to join before commenting.

Oh and, as i couldn't make the ammo i needed to spawn, i made some zombies as well as some demons that logically carry some ammo (Like the CyberKnight) drop the new ammo... It isn't what i wanted, but i guess it works.

Good karma+1 vote
Verkham
Verkham - - 19 comments @ Project Brutality 2.03

Would you please elaborate?, my apologies, i don't understand...

Good karma+1 vote
Verkham
Verkham - - 19 comments @ Project Brutality 2.03

Yeah, i know, i'm editing the actor: SpawnerScript.TXT which replaces the ammo and what not, my problem is that, no matter what i do the Newclip will always spawn even if i try to lower it's odds of spawning, i can have one of my custom ammo at the highest level of odds and they won't be as common as the NewClip Actor is, i don't know if it should work like that, or if i am doing something wrong.

Good karma+1 vote
Verkham
Verkham - - 19 comments @ Project Brutality 2.03

Does anyone knows how to handle the spawnerscript?, I'm trying to make some custom ammo spawn and I've already lost my patience... So, i really need a hand... Please.

Thanks for your time.

Good karma+1 vote
Verkham
Verkham - - 19 comments @ saegiru

Awesome!, thank you.

Good karma+1 vote
Verkham
Verkham - - 19 comments @ saegiru

Oh!, yeah the ACS.

Yeah, i forgot to compile the ACS, i didn't know what to do with that.

I checked some guides, but none told me about the ACS, i guess i'll check it out tomorrow, let's hope that's the issue.

Many thanks Saigiru, Thank you for your time.

I hope i figure out this... addon?, and can make it public, i'm thinking about new weapons and what not that can use my ammo types.

Anyway, have a good night, Thank you, again.

Good karma+1 vote
Verkham
Verkham - - 19 comments @ saegiru

Understood, Files with the changes uploaded...

Please don't laugh at the mess i probably did in the code.

Mediafire.com

I also sent you my Decorate file so you can see the ammo types and what not.

Good karma+1 vote
Verkham
Verkham - - 19 comments @ saegiru

Oh, you answered!, many thanks and sorry for the inconvenient.

So... you could probably think it's silly, but what i did is that i added new ammo types to Project Brutality, and of course, i added them to the Sbarinfo as well as defined them respectively on the Saewaeapons on PB's B module.

But the new ammo types just... when, for example they're under 40% they just won't turn orange and not even red when the ammo is critical.

They will only show the respective color on the HUD only when the original source ammo changes color (What i mean is... for example, in my game i have two shotgun shells types, .12 gauge (the original Newshell, just with a name change) and a .20 gauge, when the .12 gauge gets under 40% and turns orange, so will the .20 gauge shells even if it is at full ammo).

I hope i explained myself well enough, and i'm sorry if the Highlight function is not the one i'm talking about.

In short words, sorry for my English if i committed any mistake.

That's all for now, and thank you for your time.

EDIT: In case my words aren't good enough, i can upload a small video in youtube showing my problem and with all the ammo types, of course, if you want me to.

Good karma+1 vote
Verkham
Verkham - - 19 comments @ saegiru

Hey.. So... I'm someone who's new on modding DOOM and what not and... I'm having a little problem here that i got while, well... Modifying Project Brutality and your UDV mod.

And, the problem is with the "Highlight"(?), so, i'd like to see if i can ask you trough here, or if i should solve it on my own.

I'm asking here because, as i'm just... Stupidly new, i'll admit it, i didn't know where exactly to ask.

That is all, Thanks you for your time and have a nice day.

Good karma+1 vote
Verkham
Verkham - - 19 comments @ Cry of Fear - 1.3 released!

I have a little question...

Will You update the Simon's Model from this:

- I.imgur.com

to this?

- I.imgur.com

.
.
.
If the answer is no, no problem, it's just a question

Good karma+1 vote