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NodSaibot

Totem Arts Staff
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Posts posted by NodSaibot

  1. It seems the last patch had an issue where our build pipeline did not correctly build the shaders for all the maps. Whenever you are loading the map where it doesn't have the shaders built, your client will build the shaders (which makes the game look like its crashed/frozen).

    A new patch with some additional changes is in the works.

    • Thanks 1
  2. 22 minutes ago, AshbyJones said:

    True fact: every bug in Ren-x is caused by devs—devs are the worst

     

    They know it can’t be fixed, that’s why they created this Firestorm vapor ware #blamethedevs 

    While true, we also created 99.9% of the fixes in the game too!

  3. 18 minutes ago, Odanert said:

    Hello!

    Is this plan still ongoing? Can we have detailed release date?

    Man, I had 3 months thinking about this.

    If the infrantry update is delayed, be cool and let me access to the alpha :P

    Regards

    Current plan is still summer

  4. 10 hours ago, N3tRunn3r said:

     

    Yeah, was guessing about rebuilding/caching shaders. If a map has been loaded up for once, the loading-up process for that specific map is nearly as fast as it was before. Though before this patch and after a complete, clean and fresh reinstall of my OS and RenX, the loading-up process of maps didnt take that long.. I do clean up my caches nearly everyday.

    EDIT_001:

    On Map "Tomb", I solely insta rushed GDI REF as a Nod Engy. 1 Timed C4 and 2 Remote C4 nearly killed their REF. As about 3% was left only, prob saved by a-second repair.

    EDIT_002:

    A full server (Field) was nearly emptied while/after loading up the next map (Lakeside), as well as sound bug returned and applied after years. At least for me. Had to restart RenX. Also players were complaining about these both issues.

    EDIT_003:

    Rockets of Rocket Soldier glitch out. After reload rockets wont be shot but still reloading afterwards. The "reloading-bug" from the past as we know it already.

    All shaders are built when we make patches, so it seems that something went wrong on our side. When shaders compile, it basically freezes the entire client and uses a ton of CPU, so I think people get confused with it being a crash/freeze, because there is no indication from the game that it is building shaders. We will most likely be putting out another patch relatively soon

    • Like 1
  5. 5 hours ago, N3tRunn3r said:

     

    Hot & Spicy

     

    Edit_001:

    It is epic being able to correctly spam explosives again, thanks a lot for that fix, but since this update I have yet encountered a longer and a more heavy load while entering a server which causes an increased time to join. So sometimes I cannot be sure, if Renegade X has been stucked/frozen on main menu while loading up into a server..

     

    Is it happening many times? It's possible the shaders are rebuilding. You can check the logs for that.

  6. Not sure about UT4 style, but the deathmatch bots are based on UT bots, not RenX bots.

    In regards to mutators, the exact implementation and complexity would vary depending on what you want to do. I'd recommend joining our Discord and looking at the modding channels if you are wanting to start on that.

    Currently our documentation is a bit sparse programming-wise.

    https://totemarts.games/forums/forum/143-tutorials/

    https://discord.gg/totemarts

  7. Using kismet for that wouldn't be possible. We have a team death match mode, but I don't think we have a free for all DM game mode currently.

    You'd do this by selecting the gamemode in the Map Info to be death match, and toggling Is Deathmatch Map on. (I don't think Rx_TeamDeathMatch works, I think just Rx_DeathMatch does)

    image.thumb.png.cd06975dced8136c5b782d9b0ca30649.png

    • Like 1
  8.   Rx_ForumBanner_New.thumb.png.624e0d56011aa4d2cabb98a3101c3d8e.png

    "Welcome Back, Commander!"

    Patch 5.63.282 fixes several issues that have popped up within the last few months, along with several patches to maps to ensure equal footing for both factions.

     

    Rx_ForumBanner_Changelog.thumb.png.cba3b58542634e5908f593559c6c0c30.png

    Spoiler

    | Changes |

    • Added potential sound bug fix submitted by community member
    • Particle fields (EMPs) should now always be visible
    • Proxy Mines can no longer be stuck onto infantry
    • Repair Gun can no longer reload
    • ADS/Un-ADSing should no longer change speed permanently
    • Fixed being able to Q spot yourself to teammates (requesting repairs on self)
    • Change Map admin command will no longer crash server by inputting non-existent map
    • You now move slower when walking up/down slopes
    • Fixed several out of bounds inconsistencies
    • Fixed an issue with bot's dead characters spamming logs
    • Refineries should no longer get bugged when harvester is destroyed while depositing credits
    • Grenades from crates now remove themselves from your inventory upon use
    • Weapons
      • Now fire when you press and hold down fire button while equipping
      • No longer be able to cancel out to reload state if it's being equipped
    • Spectating
      • Removed sprinting
      • Scrolling now changes the camera move speed

     

    | UI / Visual |

    • Added team silo icon to scoreboard
    • Added option for mappers to add a location when Q-spotting defenses
    • Texture alignment issue on Nod Obelisk fixed

     

    | Maps |

    • Toxicity
      • Mine limit increased
      • Removed 3 gun turrets and 1 guard tower from both bases
      • Added Advanced Defenses
      • New minimap
      • Harvester dump times synced
      • Infiltration routes adjusted
      • Tick rate tuned down slightly
      • Harvester dump amount reduced
    • X Mountain
      • Added to rotation (was accidentally removed)
      • Enabled strafing on ladders
    • Oasis
      • Crate vehicles will no longer spawn glitched into the landscape
    • Cliffside
      • Lowered landscape level of outer path near Tib field
      • Lowered landscape level of both vehicle perches outside both bases on beach side
      • Added invisible walls near the sea-mines at all three coastal points
    • Reservoir
      • Fixed stuck spot by Barracks
      • Added wall segment to narrow gap by Hand of Nod
      • Fixed background water missing
    • Uphill
      • Removed some unused assets
    • Desolation
      • Fixed LODs on some assets on Nod infantry path
    • Arctic Stronghold
      • Added some vehicle blocking volumes to prevent some cheese spots
      • Synced harvesters
    • Eyes
      • Added some blocking volumes to block bugged spots
    • Crash Site
      • Added some additional map geometry near abandoned WF and long-path for Nod base
  9. Thank you for your feedback, but it is not on accident that the art style is the way it is. In fact, we have worked with W3D Hub and have a close relationship with them, and even use some of their assets as placeholders in FS.

    Similarly to RenX, FS is not a 100% remake or 1 to 1 port of Westwood's original designs or intentions.

    Thank you for expressing your interest in Firestorm, I look forward to seeing you on the battlefield!

  10. On 3/28/2022 at 2:41 PM, Odanert said:

    This get me reborn vives. I hope it get fully release.

    We are releasing Firestorm Assault so that people can get their hands on something. This is a full-fledged gamemode that is similar to Battlefield Rush. We are still working on the full gamemode, however we are refining and working on a lot of art. (You can see that there are still many placeholders in the DevTalks).

    We want to make a perfect first impression with Firestorm, as first impressions are extremely important, even more so with indie titles. We are all gamers, and we have all been disappointed with several titles that have been released by AAA studios in the last few years. We are all passionate about the project, and we want it to be the best it can.

    Even still, we are recruiting new members in several departments, so don't fear. The game is still actively in development.

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