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Comment History  (0 - 30 of 135)
Omega117a Aug 5 2014, 1:06pm says:

Will the turrets rotate? The lack of turret rotation in the base game (and most mods I see) is not good for my OCD. lol

+1 vote     media: Imperial Star Destroyer skinned
Omega117a Jul 31 2014, 8:31pm says:

The Keldabe Battleship by itself can wipe out a small fleet.


+1 vote     media: Ships ingame
Omega117a Jul 30 2014, 5:31pm replied:


+1 vote     media: Bull Rancor and Felucia Rancor
Omega117a Jun 29 2014, 6:04pm replied:

Looks like a high-tech version of the Trandoshan LMG from Republic Commando.

+1 vote     media: Mandalorian Infantry
Omega117a Jun 17 2014, 4:59pm replied:

Well,that sucks. I wonder if Petroglyph's willingness to address the problem would be different now that Lucas Arts no longer exists. After LA shut down, Raven Software released the source code for Jedi Outcast and Jedi Academy, so one could hope Petro might have at least a tenth of that generosity now that they are free from restrictions regarding EAW.

+2 votes     media: T-47 Airspeeder
Omega117a Jun 17 2014, 4:43pm says:

On the topic of game performance that someone else brought up, is there any way to force the game to use my CPU and GPU to their full potential? My AMD 8-core and GeForce 680 seem to be massively underutilized by EAW which ends in less-than 30FPS space battles most of the time. :(

+2 votes     media: T-47 Airspeeder
Omega117a Jun 8 2014, 9:50pm says:

I am assuming this is a (optional?) replacement for the Onyx armor, and not a separate armor, correct?

+3 votes     media: Alliance Marine WIP
Omega117a May 29 2014, 5:09am replied:

I think I remember him posting that he got married.

You need to defeat his wife in ritual hand-to-hand combat.

+15 votes     media: Mandalorian
Omega117a May 26 2014, 7:34pm says:

It looks a bit thin...

+1 vote     media: Alliance/ Cerberus Kodiak shuttle
Omega117a May 7 2014, 5:48pm replied:

Well, it is a Star Wars mod for a Star Wars game. Having Star Wars music, especially that of the Old Republic era of which this mod is based upon, just keeps it consistent.

...Not that your choices in music are bad, but they simply don't *feeeeel* right. Its like watching The Matrix with music from Halo or Mass Effect: not completely terrible, but still off-putting.

+1 vote     download: Old Republic at War (June 2013)
Omega117a May 6 2014, 2:49pm replied:

Perhaps... but the AI does often use bunkers. Since this system is based on bunkers, the AI would technically use it, albeit unintentionally.

+1 vote     media: City Buildings
Omega117a May 5 2014, 7:07pm replied:

What if the terrain on the border of the building (that which is covered by the building, but not flat roof) is set to impassible with the roof space infantry only? Shouldn't the AI mostly ignore it then?

+1 vote     media: City Buildings
Omega117a May 5 2014, 6:54pm replied:

As long as there is invisible terrain at the top of the building, I don't see how it would not work.

+1 vote     media: City Buildings
Omega117a May 5 2014, 6:46pm replied:


From how I have seen bunkers and transports work, infantry exits from the exact center of the model. However, I don't think they need to go to that center point to enter it. (although it is hard to tell) I also think disembarking infantry will 'spawn' on top of the terrain that they are under when they exit something under terrain.

If this is the case, the 'bunker' on the bottom would have its center under the invisible terrain on the top of the building. Then, the 'bunker' on the top of the building would have its center over where the lower bunker is.

Obviously this is all hypothetical and I am thinking about it far too much.

+1 vote     media: City Buildings
Omega117a May 5 2014, 5:41pm says:

Just looking at this gave me an idea:

Would it be possible to have something at the bottom of the building that acts as a garrison bunker (it can hold infantry), but it deploys infantry at the top of the building (invisible terrain) where there is another garrison thing that deploys them at the bottom? (autistic elevators?)

+1 vote     media: City Buildings
Omega117a May 2 2014, 9:19pm replied:

Please, no. Those things are simply revolting...

Then again, a lot of things in Halo 4 were...

+1 vote     media: New UNSC airfield model
Omega117a May 2 2014, 6:32pm replied:

Could the Shortsword or Broadsword be useable aircraft?

+1 vote     media: New UNSC airfield model
Omega117a Apr 21 2014, 11:24am says:

This is a great way to keep the game going. You should release something similar for public use that works with the base game and can be integrated into other mods. That should really help keep the community alive.

+6 votes     media: Launcher -Multiplayer settings
Omega117a Feb 23 2014, 8:46am says:


+4 votes     media: Screenshots of mod version 1.15
Omega117a Feb 16 2014, 7:12pm says:

Looks great! I always thought incinerate was a bit more dull than it should be. Shield pickups are interesting too.

BTW, I am still working on that one thing. School work has just been a pain in the *** the past few weeks, so my free time has been limited to taking a few minutes to check the news and this stuff. :(

+3 votes     media: Shield Pickups & New Incinerate Explosion Effect
Omega117a Feb 12 2014, 9:17pm says:

Just a wild thought, but does MEexplorer allow someone to go deep enough into the game to find things related to lighting effects in specific areas of the game?

I ask this because, if so, would there be a way to replace whatever lighting effect is causing black-blob textures on AMD CPUs with something from another part of the game that won't cause it?

The turn off all lighting 'fix' is far too overrated.

+3 votes     mod: M.E.U.I.T.M.
Omega117a Jan 29 2014, 3:16pm says:

Transparent ice with a clone of the map's model flipped over under it?

+1 vote     media: Heroes Unleashed
Omega117a Jan 18 2014, 4:41pm says:

Will the grass/other plants 'props' be getting updated as well? I don't think I've ever seen a mod that has changed them beyond making different variants with the same quality.

+4 votes     media: Environment Textures 2
Omega117a Jan 14 2014, 3:19pm replied:

"Oh yeah, and this music will definitly be in all future releases of ORAW and Re"

+7 votes     media: Le random gameplay
Omega117a Dec 28 2013, 7:07pm replied:

Problem described in previous comment fixed with another re-install of the mod.

+1 vote     mod: M.E.U.I.T.M.
Omega117a Dec 28 2013, 12:24pm says:

Apparently if you install the 0.02 patch after installing this mod, Garrus' head texture goes to ****. I tried re-installing the mod after that, but then Garrus' head texture switched to that of the Turian Councillor and later his whole head disappeared and never came back.

Needless to say, that made things a bit awkward.

+2 votes     mod: M.E.U.I.T.M.
Omega117a Dec 19 2013, 10:34pm replied:

A Virmire map with the nuke location, Kirrahe's hold out location, and everything in between would be cool.

Although I seem to recall there being an elevator... but that can be easily bypassed by an incredibly convenient piece of fallen debris that forms a ramp.

+2 votes     mod: Mass Effect: Unification
Omega117a Dec 19 2013, 4:55pm replied:

Those lights seem to be just a texture with a minor bloom effect.

The prime/juggernaut eyes would need to have some sort of lens flare to actually look like they do in the ME games.

I have never seen a Battlefront mod with lens flare not belonging to a star, so I would assume that such a thing is not possible.

+1 vote     mod: Mass Effect: Unification
Omega117a Dec 17 2013, 3:22pm replied:


Whether you guys go with SweetFX or ENB, I think you should set the bloom setting slightly higher and maybe adjust the contrast and saturation a bit.

This does look pretty good by itself, though.

+2 votes     media: SweetFX tests - AFTER
Omega117a Dec 17 2013, 4:40am says:

ummm... SweetFX and ENB are two different things... it seems like you have confused them as being the same.

+5 votes     media: SweetFX tests - AFTER
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