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Comment History  (0 - 30 of 177)
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ Fallout: New California

Will there be some form of permanent player home included at some point. Would be nice to be able to store all of the cool unique stuff I constantly keep finding but always have to drop (or store in the oven in the basement of the park ranger station.)

Also, I'm not too sure the M1 Abrams tanks at Fort Daggerpoint are lore friendly, but that's minor.

Good karma+1 vote
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

Phantoms, Spirits, and Pelicans are include, yes

Good karma+2 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

The standard roster of playable human/Covenant vehicles from Halo: Reach is the 'biggest' priority. Don't be surprised if you also get ones from other games (like the Brute vehicles from Halo 3 or the Grizzly and Sparrowhawk from SPV3), but those are lower down on the list of stuff to work on.

Good karma+2 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

Yes - pretty much the lion's share of Halo flying vehicles are planned. For sure at least the Hornet, Falcon, Pelican, Phantom, Spirit, and Banshee. Likely more.

Good karma+1 vote
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

It has a pretty decent forge mode and much better custom games options than Halo 3 or the MCC have, but there aren't any AI.

Good karma+2 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ Le Revolver

Unfortunately, the way the game works, it's impossible to add tags to specific units when they spawn. The only way to handle the system is to have them apply universally to any spawned human - the issue is, the game thinks it's loading models even when they don't exist for a skin, so it still affects FPS. And when you have 1000+ bodygroups in the mod, it quickly destroys your performance.

If you want to disable them, you can always go into the lr_human.inc file and remove the {if tags } prefixes before the units spawn.

It's not ideal, I realize, but it's a choice between either having to do that every time you spawn units or having bad lag with only just 30 units on the map. It will be adjusted in the future if a workaround can be made or the engine gets new features to support specific tagging.

Good karma+4 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ Le Revolver

Later today.

Good karma+5 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

That's actually partially true. We lucked out with a lot of the updates in the past half a year not affecting anything, but a recent one seriously screwed up vehicle related things which also affect how Covenant fauna work. It's fixable, but it would be a lot more difficult to get people back in working order if it were already out and suddenly broken from something out of our hands.

Good karma+5 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

That's not a feature right now but it could easily be made an optional one.

Good karma+1 vote
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

Already finished. Got Rocket, Plasma, and Energy Sword Forklifts too.

Good karma+5 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

Indeed - the update still has NOT, I repeat, has NOT, been released.

That is all :)

Good karma+2 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

First, you wait until it's released :)

Good karma+3 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

If you're referring to FIRST STRIKE, my mod, which never actually used any WC assets, has been "merged" with WC, though 99% of the content has been replaced. If you're referring to Apone's old combat evolved stuff, that's all been replaced. Any of the other mods that have popped up we can't really comment on, but none of them seem to be active.

Good karma+5 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

As Moosoldier said, CtA's free version doesn't allow mods, and also blocks access to the workshop, where this will probably be uploaded, so you'll need to buy the base version.

Good karma+5 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

Warthog was planned for the demo from the getgo. Scorpion has also been WIP for awhile so it's not unreasonable to expect it come demotime.

Covenant vehicles are going to be rather complex to do so I wouldn't expect much on that end in the demo, although anything can change.

OffensiveBias and I have also been talking about a few other more vehicle surprises you might get to see that I'll be working on myself, so hopefully you'll see those too.

Good karma+6 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

The Hunter uses animations taken from CE, and once you've got a good enough understanding of fauna it isn't very hard to make certain parts not take any damage (the armor & shield) and add special properties for when specific parts take damage (the worms.)

The same type of property is also being used to create the vehicle damage system that's being used.

Good karma+4 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

AS2 was never planned.

Good karma+1 vote
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

Yes, of course.

Good karma+3 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

Reach is the "official" setting, but it's not a totally hard line, and more there to emphasize the general type as well as quality of what will be appearing (I.e. don't get your hopes up for models from Halo CE or Halo 2 or TOO much stuff from 343 era Halo games) The absolute majority comes from Reach, but there's also a lot content with a high enough quality in Halo 3/ODST as well as some in 4/5/the anniversary games that will be used too, mostly things that aren't themselves already in Reach (weapons and vehicles mainly)

Good karma+5 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

In the demo, officially, no. However, with SPARTAN armor variants you'll *basically* be able to recreate specific characters (cough cough.) Also, I'm pretty sure Sergeant Johnson *will* be there, because how can you not have that ladies man?

In the full release, it's possible, but undecided at the moment.

Good karma+6 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

My mod had ghosts, prowlers, spectres, warthogs, scorpions (terribly unfinished ones), and rudimentary spirit & phantom dropships. Any other vehicles you may have seen were just props.

As Apone has mentioned, there are no plans to include the first strike vehicles in the demo or the full release. None of the covenant vehicles will be in the demo because regular vehicles don't even work with fauna, making them useless. The scorpion was unfinished and didn't even have moving tank treads, and Apone has already made a much more advanced Warthog. So there's really no good reason to include any of them, besides the fact that they haven't been touched in months.

Good karma+4 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

I can say with certainty that you won't. It's certainly been discussed as a possible long-term addition (especially because "arbiter" is a title and covers multiple different Sangheili during the war), but there aren't any plans for it as of yet.

Good karma+2 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

The AI isn't from the halo games, just the animations. The behavior is definitely scripted to emulate it as close as possible, but it's still men of war AI at its core.

Good karma+5 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

I would assume so. Brutes that have gone berserk is definitely possible, making them throw down their weapon and do so would be tricky and is the more uncertain area, but I'm sure it's still possible in some form.

Good karma+2 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

Those were old skin versions, but yes, at one point those were all Brutes were going to be.

Good karma+2 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

All Covenant are planned as fauna. Brutes have yet to be started so there's nothing to show, though the work on them will start soon enough. Jackals and Skirmishers have been implemented for some time but have many WIP components that make them not worth showing off as they are (and they have yet to get support for two handed weapons, necessary for some skirmishers as well as jackal snipers.)

Or at least that was the state of things last I checked. Apone is welcome to correct me on that point.

Good karma+2 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

The first things you mentioned are already part of several missions in WC. Aircraft will be fully functional in WC so yes you'll be able to do that in your missions too

Good karma+4 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

As sad as the loss of (American) net neutrality is, we don't expect it will impact any potential demo or release of WC, at least not now.

Good karma+4 votes
Chaingunfighter1
Chaingunfighter1 - - 177 comments @ WINTER CONTINGENCY

Spartans are still classified as humans but have a large number of extra things they can do thanks to scripted functions. This is because the regular behavior and animations work fine for them and extra coded ones aren't a hassle, whereas for elites and other covies there's a lot of things that would be difficult or just impossible on a human basis.

Good karma+4 votes