-
Posts
2362 -
Joined
Content Type
Profiles
Downloads
Forums
Events
Gallery
Posts posted by NodSaibot
-
-
20 minutes ago, Odanert said:
Hi,
May you please update the discord server link? I don't know how I am not longer connected to it.
-
1
-
-
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! -
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.-
1
-
-
38 minutes ago, isupreme said:
I would be happy to donate to a non profit.
I think it would be good for the game to be non profit.
There is an official organization already in place.
-
-
Only in our wildest dreams.
-
If it is ever made in the future, I don't think it would be a priority or be a full gamemode. It sounds plausible as a mod or something to be created by the community
-
Anything with AI would be questionable and hard to make right. Unfortunately, this is an artifact of the engine we use.
-
It's a bug in the serverlist. It doesn't update constantly.
Don't always have to assume the worst 😉-
1
-
-
12 minutes ago, LeonardMT said:
That's slightly disappointing. What would be involved in rewriting the friendly fire mutator to have vehicles (and their weapons) voice lines, buildings, (and possibly airstrikes [bit hard to test on bots] unclear if they give off friendly fire) to properly work?
Also on the note of writing mutators where is the code regarding the tusk missile I would to have its ammo count be 12 on legendary veterancy.
You'd have to replace the mammoth with a new mammoth, but the mammoth weapon is Rx_Vehicle_MammothWeapon
QuoteVet_SecondaryClipSizeModifier(0)=0 //Normal +X
Vet_SecondaryClipSizeModifier(1)=0 //Veteran
Vet_SecondaryClipSizeModifier(2)=0 //Elite
Vet_SecondaryClipSizeModifier(3)=2 //Heroic
would be the bonus missiles -
2 minutes ago, LeonardMT said:
In the UDK I found voice lines for the Nod engineer and Mobius (there's probably more but the UDK is huge) their file names and lines indicated that it was for friendly fire.
Well the character sounds in-game are not setup for friendly fire.
-
1 hour ago, LeonardMT said:
Then why are there voice lines for friendly fire in the UDK?
From old UT? I don't know. If there's stuff for friendly fire, it might be from BD. RenX has never had friendly fire from my knowledge.
-
7 hours ago, LeonardMT said:
Thanks! But vehicles don't give off friendly fire and the voice lines for friendly fire don't appear to work, also how does the FriendlyFireScale scale?
The game isn't coded for friendly fire. And to change it, you'd have to recompile the mutator. 0.5 = 50% dmg.
-
The theme will be changing at some point in the near future.
-
1
-
-
However we are releasing Firestorm Assault gamemode to the public this summer!
-
How could repair guns/beam weapons cause EMP fields/grenades not to display their particles?
-
We must be talking about different bugs then
-
1
-
-
6 minutes ago, Suspiria said:
They have included it in the latest patch notes but not in the code itself.
I was too late for this week's rollout, meh.I don't see it anywhere in the newest patch notes. The particle bug is far more broad than just the repair gun itself.
-
10 minutes ago, V3NOM said:
why revert that cool and important feature? it was so much fun and an absolutely necessary feature that I have been missing for years.
It is completely understandable that you can develop and implement such great features for the game, after the game is in such an excellent playable state. There is no need to worry about balancing or stacking, stability and performance of clients or servers, as they are excellent and there are no issues. Also, there is no need to think about and implement any anti-cheat measures. Such a problems does not exist in this game.
Because people don't want it. While I'd love if we could make the game perfect, with the current workforce we have, if we spent all time trying to perfect RenX, FS wouldn't come out in our life times.
-
If it's giving you issues with a specific folder, try deleting the whole patch folder and starting the launcher again.
-
4 hours ago, Suspiria said:
Found something!
I'm a little more confident about this one as I'm starting to better understand what is happening.
Also thanks to @Agent for mentioning the allocator a couple of years ago.So, here goes the incredibly complex and arduous fix:
Add this within ProcessClientTravel within GameInfo.uc, (or override in Rx_Game)
at the beginning of the PlayerController foreach:P.ClientForceGarbageCollection();
Done.
Let's hope this fixes it before Firestorm. 🥂
If this doesn't work we could still look into byte-patching towards some code cave from which to reinitialize XAudio2.
But hopefully that won't even be necessary.How it works:
While the client awaits the server to switch maps, it suffers a window of vulnerability where its periodic GC sweep could crash XAudio2. By forcing this periodic GC sweep to occur just before travelling, this timer gets reset and the next sweep will come much later.
This also explains why the sound bug occurs so randomly.
If these conditions occur together:
- server is switching maps (like 8-15 seconds)
- client was notified of the travel with native ClientTravel (-> here starts the vulnerability)
- map duration including mapvoting was X min and 30secs or X min and 0secs.. in goes the sweep and adios goes your audios.
So, in theory, this little trick here will allow the server a whopping 30 seconds to switch maps without the sound bug occurring on its clients.
I'll take a look at it. We had some interesting progress regarding XAudio stuff as well.
-
1
-
-
7 hours ago, Xterminator110 said:
Still happening in 2022
We are aware of the issues, a new launcher is being built currently and will be released when it's sufficiently tested and ready.
-
Shaping up nicely!
-
5 hours ago, isupreme said:
ah quality of life...
Nice.
Will most likely be reverted in an upcoming patch.
-
1
-
1
-
3
-
Renegade X: Patch 5.63.282 Patch Notes
in News
Posted
"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.
| Changes |
| UI / Visual |
| Maps |