1. Post #1
    thlaughincheese's Avatar
    July 2009
    381 Posts
    This is the Halo odst drop pod sent for Garry's Mod

    All basic functions of the pod are finished. there are no effects, sounds or any kind of shiny extras like HUDs. The pod bay is a temporary model. The pod model will be the same on first release and a update will be released after that with a new pod model. you may notice some bugs that i need to fix in the video below.

    Beta testing:
    Positions are full

    to do:
    -release

    basic demonstration:

    ability to smash through certain props:

    New HUD:



    Eligible beta testers:
    ll7
    ElectricSquid
    Kude
    elite24126
    Bail Organa3
    ooplamarclar
    ryan7illaz
    sam123486

    reported bugs/complaints:
    -files not downloading to clients
    -not enough viewing area in the model
    -needs more ingame instructions
    -get rid of weapon pickup notices
    -it has been confirmed that another addon conflicts with the pod. further testing will identify this addon.

    other notes:
    -beta testing positions full
    -the pod is running fully automated in the video
    -you can set the pod to manual to steer it, but then you need to deploy the chutes manually too and fire the thrusters with SHIFT
    -notice that the hatch goes down at the landing, i set the direction the hatch wrong, it is supposed to fly away from the pod
    -note that the pod uprights itself when the chute deploys
    -the chute's physics are messed up

    credits:
    me: coding
    rentehdragon: halo 2 odst pod model
    ll7: help solve modeling problems and making the next pod model

    here you can have you progress bar, now rub your faces all over it:
    0% lllllllllllllllllllllllllllllllllllllllllllllllll 100%

    DONE you wankers
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  2. Post #2
    Gold Member
    Magman77's Avatar
    August 2008
    3,178 Posts
    TBH it could use more sounds. And an impact effect.
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  3. Post #3
    thlaughincheese's Avatar
    July 2009
    381 Posts
    those are all effects which i'll add later
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  4. Post #4
    Gold Member
    Magman77's Avatar
    August 2008
    3,178 Posts
    Wasn't in your todo, that's all.
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  5. Post #5
    Dennab
    August 2008
    263 Posts
    It looks pretty good right now, but maybe add some landing blast or something?
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  6. Post #6
    Gold Member
    Magman77's Avatar
    August 2008
    3,178 Posts
    It looks pretty good right now, but maybe add some landing blast or something?
    Have a bad reading.
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  7. Post #7
    Dennab
    August 2008
    263 Posts
    Have a bad reading.
    Where at all does he say he was going to add it? I think you need to look again, and yes I did read where he said it hasn't got any shiny effects to it, I was merely giving an idea.
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  8. Post #8

    December 2009
    10 Posts
    HAHAH! hehe first comment on the vid.... Plus fracking beast pod! i have always loved the halo series
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  9. Post #9
    thlaughincheese's Avatar
    July 2009
    381 Posts
    Where at all does he say he was going to add it? I think you need to look again, and yes I did read where he said it hasn't got any shiny effects to it, I was merely giving an idea.
    that would fall under shiny extras. i'll change it to reduce confusion.
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  10. Post #10
    Gold Member
    ababs362's Avatar
    August 2008
    2,192 Posts
    Looks good. I always enjoyed your BF2142 drop pod sent.
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  11. Post #11
    Bail Organa3's Avatar
    October 2009
    488 Posts
    Looking good cheese! It's nice to have the new thread up so we can talk about it now. When this thin gets all its bells and whistles and gets stable, its gonna pwn soooo hard! Keep up the good work cheese.
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  12. Post #12
    Dr Pepper's Avatar
    October 2008
    3,547 Posts
    Looks pretty good for now, needs a lot of work/

  13. Post #13
    thlaughincheese's Avatar
    July 2009
    381 Posts
    Looks pretty good for now, needs a lot of work/
    yup. i'm just perfecting the landing detection system.

  14. Post #14
    ryan7illaz's Avatar
    November 2009
    27 Posts
    yo this is looking sweet!

    i dont want to sound a bit pushy but is there any eta on when the pod will be finished?

  15. Post #15

    September 2009
    260 Posts
    I think you should have tools/physgun affect pod. It would make it where you could mess up a pod landing and you could make machinima with it.

  16. Post #16
    MAspiderface's Avatar
    July 2009
    9,743 Posts
    Wasn't another guy working on one of these?

  17. Post #17
    thlaughincheese's Avatar
    July 2009
    381 Posts
    yo this is looking sweet!

    i dont want to sound a bit pushy but is there any eta on when the pod will be finished?
    no.

    I think you should have tools/physgun affect pod. It would make it where you could mess up a pod landing and you could make machinima with it.
    edit the code yourself, just delete a few lines. or just use the model.

    Wasn't another guy working on one of these?
    don't think so, i know that someone else was remodeling the pod model but then they stopped.
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  18. Post #18
    Gold Member
    itak365's Avatar
    March 2009
    2,437 Posts
    No, the last guy who did this released an advanced Duplicator entity that spazzed out when you used it.

  19. Post #19
    thlaughincheese's Avatar
    July 2009
    381 Posts
    There will be some delays with the pod because my bull freakin horse shit computer decided that it was too old and died on me.
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  20. Post #20
    Shogun42's Avatar
    September 2008
    215 Posts
    no please tell me you saved the data
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  21. Post #21
    thlaughincheese's Avatar
    July 2009
    381 Posts
    no please tell me you saved the data
    no worries, that spy just sapped my cpu. my hard drive still works. even if my hard drive broke, i make backups of my stuff once and a while.
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  22. Post #22
    Bail Organa3's Avatar
    October 2009
    488 Posts
    no worries, that spy just sapped my cpu. my hard drive still works. even if my hard drive broke, i make backups of my stuff once and a while.
    Well thats good. Man, you really have a knack for having pc problems at the worst possible moment. Sorry to hear it.

  23. Post #23
    thlaughincheese's Avatar
    July 2009
    381 Posts
    Well thats good. Man, you really have a knack for having pc problems at the worst possible moment. Sorry to hear it.
    no, my pc`s just old. it`s a pentium 4 that is about 8 years old. it runs tf2 with 5 fps in a heavy battle. i thought it would die soon cus its been freezing a lot lately. oh well, it was time for an upgrade any ways. i`m just waiting for my parts now.

  24. Post #24
    FooManChu's Avatar
    July 2009
    104 Posts
    nice, looking forward to release.

  25. Post #25
    Bail Organa3's Avatar
    October 2009
    488 Posts
    no, my pc`s just old. it`s a pentium 4 that is about 8 years old. it runs tf2 with 5 fps in a heavy battle. i thought it would die soon cus its been freezing a lot lately. oh well, it was time for an upgrade any ways. i`m just waiting for my parts now.
    Good stuff... Well good luck putting the new parts in(i do love that "new upgrade smell"....)

  26. Post #26
    thlaughincheese's Avatar
    July 2009
    381 Posts
    Good stuff... Well good luck putting the new parts in(i do love that "new upgrade smell"....)
    its already up and running right now. i got an i7 2.66 ghz with a temporary gt 9500, hope to upgrade later to a more powerful card and add sli. i just need to reinstall all my programs and stuff. any idea if i need to redownload gmod and tf2? cus i was using a 32-bit system and now its a 64-bit, so im not sure if it will work.

  27. Post #27
    Bail Organa3's Avatar
    October 2009
    488 Posts
    its already up and running right now. i got an i7 2.66 ghz with a temporary gt 9500, hope to upgrade later to a more powerful card and add sli. i just need to reinstall all my programs and stuff. any idea if i need to redownload gmod and tf2? cus i was using a 32-bit system and now its a 64-bit, so im not sure if it will work.
    Wait, didn't you have to reformat to switch to 64 bit? If so that of course you would have to re download. Ill i can tell you is that i run a 64bit os and gmod and tf2 work fine.

  28. Post #28
    thlaughincheese's Avatar
    July 2009
    381 Posts
    Wait, didn't you have to reformat to switch to 64 bit? If so that of course you would have to re download. Ill i can tell you is that i run a 64bit os and gmod and tf2 work fine.
    yea, but i kept the gcf files on a seperate drive than the os drive so i don't need to reinstall all of it when i upgrade. the gcfs are from my 32 bit, im unsure if they work with 64-bit.

  29. Post #29
    Bail Organa3's Avatar
    October 2009
    488 Posts
    yea, but i kept the gcf files on a seperate drive than the os drive so i don't need to reinstall all of it when i upgrade. the gcfs are from my 32 bit, im unsure if they work with 64-bit.
    Oh, the gcf's are what you kept... OK then. Well technically it should work, but i would do a fresh install anyways, because direct x has some pretty significant framework differences from the 32 to the 64 bit versions. Gmod is already prone to some direct x problems so i wouldn't risk any further trouble. Bottom line: Do a fresh install, it wont take that long anyway.
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  30. Post #30
    thlaughincheese's Avatar
    July 2009
    381 Posts
    alright, back to working on the pod! i've added a flow chart of the basic functions in the think command to show you it's structure of the pod and how it will work. it's on the first post.

    kinda off topic: i wuv my i7 =D makes coding a lot faster, don't have to wait as long to refresh the code when testing.

  31. Post #31
    Scrake's Avatar
    August 2009
    477 Posts
    Wonderful! I'm a huge halo fan and this, perhaps, would be very useful. But it would be even better if it made an explosion and smoke when it hit something hard, kinda like a headcrab canister.
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  32. Post #32
    thlaughincheese's Avatar
    July 2009
    381 Posts
    Wonderful! I'm a huge halo fan and this, perhaps, would be very useful. But it would be even better if it made an explosion and smoke when it hit something hard, kinda like a headcrab canister.
    those are all effects which i'll add later
    that's been said twice already.

  33. Post #33
    Bail Organa3's Avatar
    October 2009
    488 Posts
    that's been said twice already.
    Just like old times on the old thread......
    Anyway, to comment on the new op picture, it does have quite a bit of specular. Any idea why or how to fix it?

  34. Post #34
    thlaughincheese's Avatar
    July 2009
    381 Posts
    Just like old times on the old thread......
    Anyway, to comment on the new op picture, it does have quite a bit of specular. Any idea why or how to fix it?
    i can fix it, i was just asking if it was too much specular.

  35. Post #35
    Bail Organa3's Avatar
    October 2009
    488 Posts
    i can fix it, i was just asking if it was too much specular.
    Ya, I'd definitely turn it down a bit.

  36. Post #36
    elite24126's Avatar
    February 2010
    23 Posts
    So................ how's progress?

  37. Post #37
    thlaughincheese's Avatar
    July 2009
    381 Posts
    So................ how's progress?
    well, it's not going very fast but it is going somewhere.

    nothing visual so i didn't make a video because you wouldn't notice anything different. the biggest changes are in the logic of the code. i finished the collision detection system so now i'm adding effects and sounds. i still need to reinstall 3ds max so i can model the thruster effects. ll7 is searching for sounds for the pod and working on an updated model of the pod. i forget the links to the screen shots he showed me but i can tell you that he still needs to add textures. I still need to do the HUD. The collision detection system allows your pod to get stuck onto props, this lets you land on top of contraptions.

  38. Post #38
    elite24126's Avatar
    February 2010
    23 Posts
    well, it's not going very fast but it is going somewhere.

    nothing visual so i didn't make a video because you wouldn't notice anything different. the biggest changes are in the logic of the code. i finished the collision detection system so now i'm adding effects and sounds. i still need to reinstall 3ds max so i can model the thruster effects. ll7 is searching for sounds for the pod and working on an updated model of the pod. i forget the links to the screen shots he showed me but i can tell you that he still needs to add textures. I still need to do the HUD. The collision detection system allows your pod to get stuck onto props, this lets you land on top of contraptions.
    Edited:

    Sounds good cheese, I appreciate all the hard work and time you guys are putting into this, it looks great so far and I can't wait to use this thing in a space battle!
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  39. Post #39
    Bail Organa3's Avatar
    October 2009
    488 Posts
    well, it's not going very fast but it is going somewhere.

    nothing visual so i didn't make a video because you wouldn't notice anything different. the biggest changes are in the logic of the code. i finished the collision detection system so now i'm adding effects and sounds. i still need to reinstall 3ds max so i can model the thruster effects. ll7 is searching for sounds for the pod and working on an updated model of the pod. i forget the links to the screen shots he showed me but i can tell you that he still needs to add textures. I still need to do the HUD. The collision detection system allows your pod to get stuck onto props, this lets you land on top of contraptions.
    Well, technical stuff is the bread and butter of gmod..... Good news though that at least some headway is being made. Keep up the good work!
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  40. Post #40
    Jamsponge's Avatar
    October 2009
    3,261 Posts
    Will the pod smash through weak props (like crates) and land on solid ones (like metal)?
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