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Everything posted by indoorbradster

  1. I'm experiencing a problem with my Object Builder viewport. The mouse constantly flickers while trying to move the camera around, and the sensitivity of the mouse is painfully slow, likely because of this flickering. Even with Direct3D enabled this issue is apparent. My mousepad is 8 inches wide and utilizing all of that space with the mouse doesn't even move the orbit of the camera 90 degrees. This has occurred for months now and I'm dreading the mere thought of opening this program because how strenuous it is. Please, does anyone have a fix, or any idea on where to start to fix this? I've tried reinstalling Tools. I've tried countless combinations of settings in the compatibility mode for the program, yet nothing has worked. I'm running windows 10, and I've heard that the fall update may have caused similar issues. Has this bug really gone months without resolution?
  2. indoorbradster

    Maximum size of model?

    50m is the largest a model can be while still retaining collision, that is 25m from the origin point (0,0) in the x/y plane. Height however can be incredibly high, as far as 100m if I remember right, and still retain collision. My knowledge comes from buildings and environmental structures. A vehicle/character might have different properties at larger sizes, but the geometry limit is pretty universal.
  3. indoorbradster

    Lightsaber System

    It seems like you've created the foundation of hand-to-hand combat, and then extended that to lightsaber combat. Would you consider the possibility of releasing a medieval sword mod using that shared hand-to-hand combat? You've done so well with animations and the striking that it would be a shame if it was limited to only lightsabers. Nonetheless, your mod work has always amazed me.
  4. City environment. Can't wait to kick some covie butt through a cityscape.
  5. indoorbradster

    [WIP] Halo Covenant

  6. We're going off reach as the main reference point as it's close to the time period we're shooting for. That isn't to say it's the ONLY halo game we'll look for ideas/inspiration, we still have a rich universe full of things that can't be found in reach.
  7. I keep my terminology updated for all the greenhorns out there.
  8. Pffft, who wants hinge-heads ruining a good firefight with their plasma weapons? ;)
  9. It's not an easy decision. But after reviewing all the steps we've taken and what has happened, there is no other alternative. Since everyone else is doing this, just to get it out of the way: My models include: • Scythe AA • UNSC watchtower • Modular base walls • Specops building • Communications dish http://i.imgur.com/MLGBhAK.png • M168 demo charge • Military office/barracks • Radiobox • Billboard • Equipment crate • Weapons crate (before overhaul) • Old Mombasa Buildings I'm sorry it has come to this. I'm using my right to pull the models I've created in the development of TEI. To the community, this sounds like the end, but while people still have the desire to drop feet first into hell and bip bap bam those innies, we'll still have a desire to make it come true. :bye:
  10. Posted it on reddit. Might as well post it here. This is flyover test using the RC version currently being worked on. A simple scripted event that could be used in a campaign or co-op mission, for troops on the ground.
  11. I don't know about Halo Online. The international licensing is sketchy. Plus, their whole marketing model in-game seems to ruin how halo feels, at least from what I can see. Then you have the merging of art styles with halo 3 and then 4. It'll be weird. I just hope Microsoft won't use this to justify there being no demand in the PC community for an actual halo.
  12. I'll have to look into it, but even if we could, you couldn't use it at all. I'll focus on the models, but there will be no underground ramps.
  13. Only issue with some of the buildings is they have ramps leading to underground portions. This is impossible for Arma, so I'm focusing on buildings like http://imgur.com/a/Paibt
  14. I think it's something like 2 weeks, at minimum. Human ship speed in Slip-space is around 2 light-years per day.
  15. The orbital elevator won't be making it into any of the releases until a map can properly support it. sorry :p
  16. indoorbradster

    Mobile Lab Pressurization

    The game is coming along great. I recently purchased the alpha and have to say it's amazing what is already finished. My friend and I were messing around with the Mobile Lab: http://i.imgur.com/5Bmys0n.jpg (117 kB) (Photo Credit: Dram) We noticed on the side it says pressurized, and the back has an airlock. So it got me thinking of a way to make it pressurized. Perhaps a menu on the driver panel can pressurize the rover, which also locks the two side doors from being accessed. The only entrance would be the airlock in the back. I don't know how hard it is to implement, but it would be cool to have a mobile fob instead of running back to base for oxygen. I'm glad you guys are so open with your games.
  17. indoorbradster

    Mobile Lab Pressurization

    Awesome, I used to throw stuff on the top and drive around, glad there's now an easier way to do it.
  18. indoorbradster

    Mobile Lab Pressurization

    Cool, can't wait!
  19. Perhaps check for distance between the player and ship, and then check to see if the player isn't in a vehicle?
  20. I believe we made the decision to have light and heavy army variants, the light variant will not have as much armor (leg armor). I'm not sure about heavy marines though, I'm sure Space knows about it. In other news, I'm currently working on the generator for the orbital defense platform. http://i.imgur.com/rViEytk.jpg Pardon the MsPaint: http://i.imgur.com/B8hsJ2Q.jpg Also, barracks: http://i.imgur.com/6eyn4Ad.jpg Each one should hold 18 soldiers. This is an old pic, when I get home I'll edit this post with the newer version, it has a door and a keypad. Edit: http://i.imgur.com/770Ocu2.jpg http://i.imgur.com/egRrWnu.jpg Concept screenshot of the generator facility put together. The reactor complex seen here: ODG Facility A-331 http://img1.wikia.nocookie.net/__cb20131008034034/halo/images/c/ca/ODG_Facility_A-331.png http://img1.wikia.nocookie.net/__cb20131107033351/halo/images/f/f3/Spartan_Red_team_defending_the_generators.png http://i.imgur.com/w8sXArO.jpg http://i.imgur.com/osBJBjQ.jpg
  21. Sorry you're having an issue with this, for starts: http://i.imgur.com/VxP3idK.jpg "Pilot" the dude jumping. http://i.imgur.com/mnEYLub.jpg "Bunker" http://i.imgur.com/XDmIq0w.jpg You may need to use the setvectorup command (this setVectorUp [0,0,1];) if the bunker is on rough ground. "Plane" (I used a block for this) http://i.imgur.com/D2tCT2P.jpg Some of the pilot Init is in the plane so it will occur in proper sequence. When initialized, the unit MUST be touching the roadway lod, otherwise the game will lock it in freefall animation. This only occurs beyond 100m elevation. Depending on the plane, you need to adjust the attachto command for the pilot. http://i.imgur.com/itERmdu.jpg You can now jump from the platform. and you'll lock into freefall. http://i.imgur.com/XUQWukJ.jpg You can download this here: http://steamcommunity.com/sharedfiles/filedetails/?id=340087785 Wanted to keep it simple, I didn't bother to place it into an .sqf I'm sure there is a better way to do it, this was just a simple way to place a loadout area before jumping.
  22. Phones to call your mothers when the ODST's start dropping in. http://i.imgur.com/kdtNBDd.jpg (221 kB) (Things like this will be proxy objects for buildings)
  23. Yeah, planning on it. Let me know what you all think. I may just start over. :confused:
  24. Thanks, I'll try to post more stuff like this.