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Everything posted by Handepsilon
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I'm more inclined with using score difference to determine the ability to surrender rather than building losses, but that's just me
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Alright, let's try more trouble shooting. Select all your blocking volume and delete them all. Rebuild path and try again. To be safe while deleting the volumes, go to your Group tab in content browser and hide all buildings. Then show them later before rebuilding path
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Alright, the next thing should be opening that map again and try rebuilding the path again. If that still doesn't work, try rebuilding geometry (but don't rebuild lighting yet) and try rebuilding path again
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Right... this is getting odd. Try save your progress in a different filename and restart SDK
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Hm, try this then 1. Do either of the following a. Create a Player start node in the sky, but not so high it reaches the StallZ. Then rebuild path and if no error occurs on your newly placed Start Node, press play b. Move your viewport up to the sky, same StallZ rule, and Play from Viewport 2. Do either of the following a. Before doing 1, place Kismet that fires Console Command "God" b. Quickly type God in your console command before you fall to death c. Simply press Space to activate parachute 3. Try to wander around, see if you can find any anomalies
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Alright, simpler question. Can you spawn yourself through the viewport (there's a button to do that on the right end iirc) and get yourself inside any of your buildings?
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No, the problem may not be coming from the buildings at all, but from any blocking volume you placed and probably edited during last update
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Sorry, Volumes, I mean the Blocking Volumes of nearby meshes (not building's own blocking volumes). If you edit a volume too much, they will start covering places they're not supposed to cover.
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Try to right click on a random ground and press Play from Here. If that fails, check collision boxes, maybe something went horribly wrong like that collision issue in Eyes back in the days. Not sure if DaKuja still remembered it. Here's what happened to Eyes It's probably your collision box being tweaked too much it starts going off course. You can try to remake the collision, rebuild geometry (though this will require another light rebuild)
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I'm pretty sure there should be nothing in the game info that will prevent it unless there's some structural class changes that I am not aware of. These should be the only relevant classes in the mod Rx_Sandbox.uc Rx_Controller_Sandbox And that's it. That's all there is to it
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Odd, I didn't override much from the base code... Let's see if removing the custom config part fixes it.
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You mean this line? Try to delete those lines, or better yet, try removing UDKRxSandbox.ini altogether. It was my attempt to limit the items able to be spawned so it's not going to crash the server by spammed items
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I think he said 'they're lazy' not 'I'm lazy'.
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You might've accidentally pressed the button twice (or get it registered twice). Just for the sake of checking, try approach your vehicle, then open up console ingame (tilde key [ ~ ] ) and type "use"
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Ah alright, thanks for the info Agent
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Sorry I'm late to send the feedback, but apparently all the fancy look and scriptings on the new forum, while nice and all, don't go well at all with my mobile Opera mini browser Any chance you'd be working on a mobile version? EDIT : Also, where's the SDK download now? (I didn't use the new installer if it's included there)
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Initial Downloads of RenX Core Stalling At Random Points
Handepsilon replied to Ciscog33k's topic in Technical Support
This method is quite new and recent after all. I'm personally against this internet installer due to my own slow network. But since I'm more in the minority. *shrug* -
More like spotlights using default texture instead of translucent light material The lamp mesh gives it away
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Just put one directional light, set up environmental light in world properties and be done with it :v JK
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yay, a thousand times yay
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Easy way out is to just Destroy() all beacons when the game is over. No Beacons, no explosions, no countdown, no problem
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Unreal Engine 4? That will require full recoding and reimplementation, and asset transferring. The two engines are too different to just easily port out. Someone's trying to do that tho
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Or make the mines slightly bigger. Or use the model's surface as reference. Is the mine deployment's Trace function using BULLET flag? The HoN's lack of collision detail is due to game collision needing to be simple enough it will not take too much memory
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I've seen people managing to disable that many beacons. Moreover, if your base is breached that bad, something is wrong with your base defense
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haven't tried running as admin, did a reboot tho As a side note, when I try to run from start menu, it doesn't auto-close it. Since my mouse button double clicks by accident quite often, this led to the launcher being run three times within one second EDIT : Alright, seems to work now. I think it has something to do with either one of these 1. Wi-fi connection that seems to be blocking something 2. Accidental triple instance of the program leading to crash 3. Requirement to run as administrator first before being able to run it normally. Either way, I think I'll use right click open later on, just to be safe