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FireAnt

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  1. I have noticed multiple instances of the glitch here, with being unable to disarm enemy C4 explosives. I've only seen it happen with timed C4s, and usually near or on MCT's or purchase terminals.
  2. Ill gladly put up with the annoying repaired voice to be able to hear when the death planes are coming to blow up my tank. Agree here, and second the OP's suggestion. Hearing "GDI Infantry Barracks Repaired!" every 3-4 seconds, especially in a prolonged bombardment, can get a bit annoying. Good to know what's going on, but getting the same message too frequently is like having an alert show up on your phone whenever the toilet in stall #3 flushes.
  3. Hello Ren-X Community and Developers! Over the past few days of playing Renegade-X Multiplayer, I have been watching for bugs and making a list of them so that I could try to help you guys out with finding/fixing them. Here they are! I posted these here, because I didn't want to make 3-4 different threads in different sub-forums. - GDI Hotwire "Ghost" Arms: Occasionally, when switching weapons with the GDI Hotwire, a pair of "Ghost arms" (they seem to belong to the GDI Soldier model, can't be 100% sure though) appear behind the character model, extending backwards with the hands directly behind the character. Switching weapons a few more times usually makes the "Ghost arms" go away. - Shaky Orca: I understand that light aircraft that maneuver quickly are bound to shake a bit, but not like this. Often times, when moving in any direction (up, down, left, right, forwards, backwards) or even when sitting still, the Orca shakes around violently. It appears to spin about 10 degrees from horizontal to the left, then immediately 10 degrees from horizontal to the right. (With opposite engines moving up and down, not spinning clockwise/counterclockwise.) It does this probably 10 to 15 times per second. So far, I have only noticed it on the maps Walls_Flying and Lakeside. Transport Helicopter seems OK so far, but the Apache has the exact same problem. (Seen on Whiteout.) - Silenced Pistol "Ghost" Rounds: I've noticed that, if you click really fast when using the Silenced Pistol, you can generate up to 3 or 4 "Ghost rounds" in the magazine. This means that, by clicking so fast, you have actually fired all 12 rounds in the clip, but the display couldn't catch up, so it still shows 1-4 rounds left in the magazine. Clicking "fire" a bit slower gets rid of those "ghost rounds," but the Silenced Pistol does not fire, because of course, it is actually empty. Not a huge deal, but it does keep the Silenced Pistol from reloading unless you do it manually, or fire off those 1-4 "ghost rounds." - Silenced Pistol Limited Ammo Display: Another problem, nothing that really effects game play, is that the first time you enter a game (or when you repawn, I think) the Silenced Pistol displays 12/132 rounds (12 in clip, 132 in reserve) even though I really has unlimited ammunition. Reloading the clip, whether rounds have been fired or not, solves this problem, and it starts showing 12/12 again. Firing/reloading after this, the secondary number always stays at 12, which I supposed it working as intended. - Tag-Along Heavy Pistol: Something I noticed yesterday while playing. When the game ends, and you are alive and have purchased the Heavy Pistol as a replacement sidearm, it stays with you for no cost if you purchase the same character in the next game. I haven't tested this extensively, but I can tell you what did happen. I had the Hotwire character on GDI, and helped keep our Infantry Barracks alive for the last few minutes of a game on Goldrush. I had really barricaded myself in there, and bought the Heavy Pistol since I wanted to be as well-equipped as possible. When the game ended by time limit, the server went on to the next game. In that game, whenever I used the Engineer or Hotwire characters, (can't remember about the other characters) I started off with a Heavy Pistol for no charge. It wasn't a ghost weapon either. It was a perfectly functional Heavy Pistol. Thanks for your time, and I hope this helps testers/Developers to improve the game! I will update this thread if I find any more helpful information. - FireAnt
  4. No, I left it as the windowed setting, and it's seemed to work ok after that first startup. Maybe it was just something with starting it up for the first time that set it off.
  5. Same problem here, on a Windows 7 64-bit machine. Sometimes when a new map starts up, I get the "BUILT WITH UDK has stopped working..." message. I might just be blind, but do we have a fix for this for Windows 64-bit anywhere?
  6. Hello Ren-X community and devolopers, As the title says, I'm having a bit of an issue running the Ren-X Open Beta client. Everything downloaded and installed fine, and the launcher opened fine, but when I went to join a server, the client kept going to full-screen mode, showing one of the title screens (powered by Unreal something-or-other, Totem Arts, etc.) for a few seconds, then going back to windowed mode where I could see the rest of my desktop. It did this every few seconds for about a minute with nothing else going on, so I just had to close it. Tried again with the same result. If it helps, it appeared there was another window added for each of these cycles. (It all stayed in the same window, but a new, smaller window appeared inside the latest one each time it went through this cycle.) I looked through the Technial Support sub-forum, but couldn't find any issues like this one, so I'm sorry if this is repetitive. EDIT: An update on the issue. I restarted the launcher, and it appears to work fine now. However, it stays in the windowed mode, while acting like the full-screen mode. (Ex: I cannot move my cursor off the window when in a purchase terminal, or when in the ESC menu.) I am fine with playing in the windowed mode, but this seems like a bug, so I thought I'd report it. Thanks for your time! -FireAnt
  7. Overall, I think this is a decent idea, but I think I have something that could improve it. I have not had a chance to play Ren-X yet, but I specifically remember a feature from the classic Renegade multiplayer that may or may not have carried over to this remake. The feature was a very distinctive, silly yet satisfying "Boink!" sound when you got a kill. Personally, I think this is the most effective way of informing a player that he got the kill, because: 1. It is a distinctive thing used nowhere else in the game. 2. It is an audio-based alert, so you don't have to take your eyes off the sights and lose what might be a valuable half- or quarter-second looking up to check for a certain color that means "You got this kill." 3. It would be great for Ren-X because hearing distinctive "Boink!" would bring nostalgia for people who were/are big Renegade fans.
  8. Looking awesome! Stopped playing the classic Renegade a while ago, but this looks like a great incentive to pick it up again. Downloading as I'm typing this, can't wait to play!
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