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To anyone asking about adding/replacing monsters, you have to make the changes to the ACS script then recompile it. Just look at the ACS script and add/replace monsters as you see fit, and make sure to update the array for the #define sections as well. And you MUST compile the ACS script after making changes before anything will work.
If you need assistance understanding how to compile the script, check out the zdoom forums.
Turn on the generic weapon script for the time being, and disable the weapon/ammo list. I am not making any updates to PB changes until there is an official final version finally released. They change things pretty regularly, and keeping up with every change is too difficult. I will mass fix everything when they release.
Not sure... I made no changes to the flashlight from the previous version.
There is a menu item for configuration.
What error is happening?
Definitely can do that - my HEV Suit mod in Ultimate Doomvisor protects against multiple different damagetypes. Take a look at it for examples.
No, feel free!
If you can try to find a way to replicate the issue with the healthbars, please let me know... otherwise it's difficult to troubleshoot a random issue. :/
I no longer support the brownglove mutator. If you have an older version though, you can just load it AFTER the main handgrenade wad.
Yeah, unfortunately UDV uses a lot of ACS scripts, and if you add or change any mods that use ACS, your saves won't work. So if you plan on doing a long playthrough of anything - make sure to make a backup folder of the mods in use for that playthrough somewhere so you won't lose progress later on.
The bulletholes is a built in feature of most doom mods, although you can load UDV_v2.12_C_GFX_ScreenEffects_LQ.pk3 and it will use a lower res version of them that should help. Aside from that, it sounds like you are already doing most of the settings that should help out. Unfortunately there is only so much you can disable and lower at the moment.
Underscores shouldn't matter (at least it never has mattered to me...) and load order is after the main mod, so PB or BD first, Survival pack somewhere after that.
Definitely sounds like you have an issue somewhere, but UDV works fine with BD64 on my end.
It already should at a base level - I don't have plans to make a weapon array for Insanity's Brutality as there are too many weapons to bother with. If you enable the generic weapon script in the options it should work though, just won't have some warnings and weapon list features.
Very interesting... adds a whole lot of new mechanics. Good job on this, not sure why I haven't seen it before now.
It's an option you can turn on already.
Gotcha, was not aware. Thanks for the report - fixing now.
It's supposed to disappear. You wouldn't see a visor when you're a demon would you? :)
Currently no. I will see about making it an option to disable in the future.
I will see about it possibly. If I can find a way to make them work and still be universal, I will do it.
Can you give any error messages you're getting?
Read the description on the correct GZDoom version to use.
Nope, bug I just fixed. New version going up soon.
What aspect ratio are you playing in? Unfortunately with the less screen space, it won't show in 4:3 modes.
What version of Gzdoom?
are you playing with software or hardware renderer? It requires hardware rendering.
Alright, I tested UDV on the newest dev build, and fog seems to work just fine for me.
As for the stamina meter, I'll see about updating it for the next update.
I'll look into both issues.
There are regular batteries, and extended batteries. The regular batteries give 10 battery, the extended give 25 battery.
As for lasting too long, it depends on what you're using. That's why I put in the spawn limiter. If you are only using the flashlight or local scanner by themselves - then it can last quite awhile. If you are using radar and flashlight a lot or together, it can drain quickly. Same if you use the emergency medical system - that can drain it in one go depending on your settings.
I was planning on adding a starting amount option, so you can make it so you don't start out with 100 power - but I don't plan on adding any option to change how much power is used per tool.
No, but I do have them set for about 10 minutes or so.