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Handepsilon

Totem Arts Staff
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    2007
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Everything posted by Handepsilon

  1. Number 1 is dependent on the server entirely. This is how FPI servers used to (or still) have bot names differently than the standard ones (I dunno about CT tho, kinda unlikely)
  2. Unfortunately I find some possible holes in the script you edited (aside from the tick removal, which yes, was admittedly dirty) That being said, it did help with isolating the issue : that particle deactivation does NOT in fact kill the emitter. It's the emitter's issue rather than the weapon's issue. Setting the particles to Kill on Deactivate solved the problem entirely
  3. Are you referring to the part where Repair Gun beam pops in despite not being fired? We haven't fixed that one at all
  4. You're *almost* right however. The prominent particle bug was related to Repair Gun sort of. The weapon produced too much particle system that it overloaded the pool in the engine. What I did was making it so that instead of generating one system per tick, it would only generate one per firing session. After that, our testers haven't discovered the bug as of yet That fix would be in Rx_WeaponAttachment, the one responsible for the effects
  5. EMP grenade's effect generation actually comes from its' projectile class, not the weapon
  6. Hmm Urban map before City? I assume this has yet to allow interior though. Still, urban buildings are exciting Btw, on top of post processing, you can also change the dominantdirectionallight actor itself. The sky sphere material can also be changed for different feel of the map
  7. Hold on, EMPs were added in Beta 3? I kinda forgot
  8. The concept of epic unit is that it's supposed to be team effort in term of getting it out in the field and using its' full potential. We've already talked about using infantry and the answer is no. When we were discussing the epic unit for Nod, we had 'mobility' in mind. MKII's path is usually predictable because they'd usually just take a single path and stuck with it. The Gunship's location is very much random in the closed test we have. So far both are almost equally formidable
  9. Just to be clear, I didn't disclose the number because I didn't receive any a-ok with the rest of the team... partly because I never ask. But here's my personal take here: When real money is involved, especially in volunteer projects like this, things get a lot more finicky. Of course if we look at the surface level, there's no reason for us to hide the numbers, but once we show it... what then? Are you going to believe the numbers that we show to you, or are you just going to start theorycrafting that we actually had more/less than what we showed? Honestly I feel like the numbers are just going to invite greed urges. I look at the numbers about once every two months or so, but it's enough for me to feel uneasy, partly because I came from a poorer background than other people (my laptop and headphone were actually donated to me). I dunno, I just don't want to risk inviting trouble and dangerous thoughts.
  10. It was a thing in Beta 3, but sadly : 1. People still keeps flocking into the full server and leaves the other empty. 2. People thinks 20 v 20 is too small. I'd welcome it, but others had expressed disdain on the idea, despite 64 not being ideal with performance.
  11. Perhaps stolen vehicle that got stolen back? I'll see about making it more reliable later
  12. Effects, no. But we'll see if we can do something about FPS later, if possible
  13. Well, I cannot really disclose the number, but it's definitely a lot more than my laptop's price, which is saying something. As for where we're spending it, so far we're using them to support infrastructure of both RenX and Firestorm, and to pay for freelancers service. The latter is usually for the art side of things, such as vehicle models. Mobile Sensor Array and Stealth Generator would be examples of those.
  14. Bots have not been supported for awhile unfortunately. I'm kinda busy in other stuff, and the scripts are annoying to deal with
  15. I told people 64 is too much, but nooooo~ I'd probably enjoy PUG, but it's very late for me, so I can only play PUB. It's a bit too grindy though, somehow
  16. Might make this into a crate vehicle someday lol
  17. we tried purchasable weapons before. It led to hotties with flechette and tib auto rifle being an ultimate meta. Otherwise it's hotties with carbine and heavy pistol
  18. In Nvidia Control Panel, check whether or not Renegade X (UDK.exe, in Binaries/Win64) is ran by your GPU instead of your CPU. More often than not, it will pick your CPU (integrated graphics) for whatever reason if you're playing on a laptop. This happened to my laptop as well
  19. That's.... weird. Why did it dump multiple copies of same resolution? I thought I fixed this some time ago
  20. Mines are both so bad and so ingrained. It's a lose lose situation at this point
  21. It was a long time ago, not sure which patch, but it's definitely added in Patch 5 It's just peashooter tho, mostly used for stealth detection rather than anything else
  22. whether or not they selected the server or press Launch Game, it shouldn't have ended with the game being stuck in a 'not-responding' state, though. Did you run as Admin btw?
  23. Honestly I'd rather just put them as CText message rather than Eva message. No sound feedback and message on the corner is really hard to notice. "Driver Locked to Allies"/"Driver Unlocked to Allies" sounds a lot shorter tbh, but it might still be too long
  24. ....I'm sure that's already a thing when it comes to Q. I'm not sure though, but I'm half-certain the Q version of Get in the Vehicle radio is only to the mentioned person, as opposed to usual radio command EDIT : Confirmed, it's a WhisperSpotMessage
  25. I said 2 words or less EVA notification for this is just bad. What kind of new player in the right mind would look at the little green message on the corner for important notifications?
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