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Comment History  (150 - 180 of 661)
OmeG May 11 2012, 4:35pm says:

Clear Sky Elite! XD

+2 votes   media: Spetsnaz/OMON soldier
OmeG May 10 2012, 6:29am replied:

Ah touche dear friend, you've justified and further explained your reasons, I yield. XD Also Oleander has added plausible reason. But as a combat medic, I wouldn't be in the zone unless I was ordered to, or my brothers in arms (faction) needed a soldier with medical skills to accompany them into the zone, or to some extent seeking profit.

+3 votes   media: Subway
OmeG May 9 2012, 8:16pm says:

Hmm... A stalker sanctuary, critical thinking here:

-I understand it would be a good meeting place for stalkers in the zone, but why would Doctors be in a subway? I could see a combat medic stalker charging sky high prices for their services, but I don't see a Doctor wanting to live in the zone unless they were deployed into the zone for the military; Or some Clear Sky 'Scientist' doing medical tests on patients as research.

-Subway Sanctuary it may be, but no place in the zone is safe from mutant encounters, especially wandering underground loving mutants being drawn to the talking, music & lights this place will most likely have. So part of the subway would need makeshift fortifications with guards on post.

Hope this helps, thank you for adding the new level!

+2 votes   media: Subway
OmeG May 8 2012, 4:18am replied:

P.S. Keep up the good job XD

+2 votes   media: Lightning...
OmeG May 8 2012, 4:16am says:

o_o ... *gulp

0.0 ... I just **** myself...

+1 vote   media: Lightning...
OmeG May 8 2012, 4:01am says:


Would hate to see what happens with more then one Missile...
Good Job XD

+1 vote   media: Wispercraft heavy missiles "Perseus II"
OmeG May 7 2012, 1:51am replied:

Thank you for your response & your unique contribution to the Zombie Genre. :)

+1 vote   media: Zombie Colony Podcast: 001
OmeG May 6 2012, 6:26am says:

Hi KojaK,

I was wondering if you'd be able to use Left 4 Dead Models in your mod. Your mod is exactly what I wished the Left 4 Dead games had as another mode of gameplay. Looking forward to your next podcast. :)

+1 vote   media: Zombie Colony Podcast: 001
OmeG May 2 2012, 7:45am says:

Love these models you're adding, can't wait to see them in MISERY. :)
I'm assuming he's not using the scope?

+2 votes   media: Champion of Freedom
OmeG May 1 2012, 10:53pm says:

Hmmm... So GDI's answer to NOD's Stealth tank? I thought NOD would be the leader in Stealth technology, so the cloaking nearby allies should probably go towards the NOD stealth tank while this tank has "mirage" stealth on just itself?

Either way nice mod! :)

+5 votes   media: ZOCOM Mirage Tank
OmeG Apr 22 2012, 5:45am says:

Albino Alien XD

+1 vote   download: AVP Ivory Aliens
OmeG Apr 17 2012, 4:21am replied:

Agreed, was hoping to see submarine units too, as NOD likes its sneak attacks. Also wondering if the bigger vessels utilize cloaking tech as well. I'm assuming GDI will have Massive Carrier/Destroyer Class ships? Amazing work, looking forward to your next update. :)

+1 vote   news: nod fleet week part 1
OmeG Apr 16 2012, 9:37pm replied:


Was gonna comment about that too, but his comment says it all.

+4 votes   media: Efreet Demonstration
OmeG Apr 13 2012, 8:22pm says:

Looks like NOD is really going to have to be stealthy now XD

+1 vote   media: GDI's new power, the Economy Recovery Drone
OmeG Apr 13 2012, 4:10pm replied:

Ah ok, I'll PM you the FATAL ERROR part :)

+1 vote   mod: Old Good STALKER Evolution
OmeG Apr 13 2012, 9:52am says:


"Exception Reason":

XR_3DA.exe caused BREAKPOINT in module "D:\Program Files (x86)\Steam\steamapps\common\STALKER Shadow of Chernobyl\bin\xrCore.dll" at 0023:00717CB5, xrDebug::backend()+165 byte(s)


EAX=4937AD28 EBX=2CE40018 ECX=4937AD30 EDX=4937AE62
ESI=007422A8 EDI=0018D418 FLG=00200212
EBP=0018CF90 ESP=0018BF88 EIP=00717CB5
CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B

Hope this helps :)

+1 vote   mod: Old Good STALKER Evolution
OmeG Apr 11 2012, 5:20pm replied:

Just saw where you get the "2 packs", they should be added to the mod though for automatic installation if those options are picked.

SimplyYuri Mar 2 2012, 9:50pm replied:

+1 vote   download: OGSE R2 official english version (fixed)
OmeG Apr 11 2012, 5:11pm says:

Hi KamikaZzeRu,

When you say "Argus Textures", you mean both Add-ons (Absolute Nature Texture Pack & Absolute Structures Texture Pack) must be installed after the OGSE installation is done, and not to overwrite your textures.ltx? (Asking for Clarification)

What is the "Creatures Pack"? Does it need the Argus Textures Add-on to work?

I think it would be best to include what's needed in your mod installation such as the "Argus Textures" to avoid confusion when people want to select that option. The Installation cuts off part of the words after "MUST" in the OGSE installation options menus.

Thank you for making this mod, going to play standard installation, can I re-install the mod with other options later on? Or do I have to uninstall the entire mod, then reinstall when I want the other options added in later?

+1 vote   download: OGSE R2 official english version (fixed)
OmeG Apr 10 2012, 6:06am says:



+1 vote   media: Dream Army Screenshots
OmeG Apr 9 2012, 11:32pm replied:


+1 vote   news: Should Warp Pillars Replace Gantrys YES/NO ?
OmeG Apr 9 2012, 9:23pm says:

I think you should have both, keep the gantry for the smaller/vanilla expies, and warp in the bigger expies. :)

+7 votes   news: Should Warp Pillars Replace Gantrys YES/NO ?
OmeG Apr 6 2012, 6:03am says:

I'd like to beta-test this mod, nothing is OP when you have skill and knowledge of how to defeat it. GDI's Ion Cannon & Sonic Weapons are GDI's unique advantage/strategy, whether it's OP or not depends on the player & that's where beta-testing comes into play. This concept is interesting and shows a lot of thought was put into it. Well Done :)

+1 vote   media: Ion Cannon Defense Network
OmeG Apr 5 2012, 12:56am says:


Brings back memories for both console & game

+2 votes   media: Nintendo 64 commercial
OmeG Apr 5 2012, 12:54am says:

I was thinking about that too, and yes fair trade.


+1 vote   media: Planet Cutter POC
OmeG Apr 4 2012, 4:59pm says:


Wow Pin Point Precision across a wider radius!? Extremely Awesome & Deadly Weapon Concept Azuza!

+1 vote   media: Planet Cutter POC
OmeG Apr 4 2012, 3:06pm says:

Ah, yes now I remember, but I thought it was for one of the Zero Hour mods. XD

If I actually had time, I'd change the maps for you. :D

The last part I guess I just wanted to see a flashier new model rather then a rectangle flying through the air. XD Maybe with some vapor trail or motion blur effects under the model, it would portray the sense of thrust that the unit is creating to propel it through the air.

Always a pleasure to read your replies! :D

+1 vote   media: GDI Sphinx and Griffin
OmeG Apr 4 2012, 3:52am replied:


Your Welcome Bro!

+2 votes   media: The Karlik
OmeG Apr 4 2012, 3:50am says:

Hmm... two hovering units? It would make sense that these units would be able to "hover" over water, providing GDI with a unique strategy. So I'm baffled by your previous picture description that they cannot traverse water.

As for the jump-jet ability, I'm hoping you might add Orca look-a-like side boosters or jump-jet pack like objects to the sides of these vehicle models. This would visually give the effect that they have the actual ability to lift their ~200+ ton frames and ordinances into the air for a limited distance. Maybe for added realism's sake, the vehicles are made of polymer, and cannot sustain heavy damage.

Great progress! Hope my thoughts help! :D

+1 vote   media: GDI Sphinx and Griffin
OmeG Apr 3 2012, 11:03pm says:

LoL, guess that answers my question from the last picture XD

+1 vote   media: Ballistic Missile Juggernaut
OmeG Apr 3 2012, 10:15pm replied:

That would be an awesome weapons variant! Since it would be self propelled, having a longer range would also be realistic too right? Making it truly "elite"

+1 vote   media: Rail Mammoth / Rail Predator / Direct Juggernaught
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