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Handepsilon

Totem Arts Staff
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    2008
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Everything posted by Handepsilon

  1. Just stop right there. Needn't even say more. ok, ok. There's that topic that requested a tutorial map, so doesn't make that much sense to bring that up Aren't you the tutorial guy around here? maybe you should give input on how a tutorial map is done
  2. The Brotherhood of Nod's brotherhood of engineers have made coalitions with fellow brothers from Nod army to steal several GDI vehicles to design a new, much more powerful battle tank. Their creativity (slash boredom) has taken the Nod armory into a whole new level And thus, born the Dragon Tank Which then evolves into : Dragon Tank Mk. II Courtesy to Brother CampinJeff PS : Where is that recording you told us earlier? Or was it the other guy?
  3. This is part of the reason why I think RenX is for the pro-renner and not for the average gamer. RenX is based on Renegade which is based on an RTS game. No wonder the game is RTS-ish in terms of attacking or defending. In an RTS, you need an ARMY working together to break through a defense and you need ALL you can get to defend against those small pinpoint attack forces. I loved Renegade for the community and everyone knowing what to do in which situation, RenX has to mature to that standard. However, judging by the rate it's going now, I sometimes feel that the energy spend to teach and educate falls on deaths ears. In other words, it feels futile. Too many (mostly new, some old) people regard RenX as a free BF4/CoD, in which you can hero alone and solo without much of a repercussion. In every online game, the team with the most teamwork and tactical awareness wins. I play War Thunder (nice WW2 flight sim; on Steam F2P) and every game is with randoms, never the same unless you are in a premade squad. It doesnt matter if you have the best vehicle, if you are being chased by 3 fighters, you are going to die. UNLESS you have team support chasing those 3 chasers. Point being, TEAMWORK prevails, but a lot of newcomers just couldn't care less. All they want is to rush in, get a few shots off, get killed and do it over. They leave when a building explodes and call those people who hold back and defend (without any compensation other than utter boredome) noobs for letting it go down. It will have a negative effect on their playstyle as they no longer can purchase their equipment for their futile solo-runs. Then thank God I haven't played CoD or BF online. I do play UT sometimes tho, but for this game, all those organizings leads me to believe that this ain't no solo mission. B'sides, multiplayer. Might as well share things with your pal. That's why I usually tells my teammates what I wanna do (for instance, bomb-sweeping on Walls to scout and gather some points/money whilist keeping enemy engis busy in their base to buy my teammates some time) We need a good tutorial that puts pressure on teamwork. Maybe a multiplayer tutorial as a bonus too
  4. Entrance, right in the middle of it
  5. You don't park APC on the mouth of the cave. You hump the barracks to allow you to shoot the insides deeper and *mostly* take care of the ones behind the rock. I find that the sight is already intimidating that rarely people tried to go behind the rock and instead waste their time on the APC. Of course, there are those who did get past me, but usually they're still at APC's line of fire or AGT's
  6. Ever goof around in ReX? Ever tried having fun with all the explots in the RenX? Ever try to do something so bizarre that is just f*** logic in RenX? I'm thinking that maybe there should be a server that is exclusive for such thing. Where you can just fool around in a map doing lolz or just to explore glitches together with people. There should also be a mutator for that tho, a form of voting system to turn off damage to buildings, to give all players credits, and probably a menu to summon hidden vehicles instantly (like those A10 and C130. Jet fighter dogfight anyone?). I wanna code some vote/selection system like that, but I still don't have the time to figure out things (I understand UScript btw)
  7. Lemme guess, you park an APC over there Never experience such thing, but it seemed quite broken IMO
  8. 2nd passenger just need to press 1
  9. Blizzard-styled 'Survive until 30 minutes'. That'll give the attackers motivation to strategize and at some point, push the campers to attack to avoid losing. I kinda like that
  10. Does that mean there's remote's own limit?
  11. I dunno, it's just some people tend to run off the base even though I gave a warning about apc rush possibility in early games One time, I tell people 'We need defense'. And another guy responds, 'Mines full'. And I was like mentally, 'No, I mean defense by people!!' Of course I didn't scream like that. Another guy also questions the value of having people randomly patrol around the base, or if it's worth camping APC by the tunnel in Field (in the end, because we're getting flanked on every direction, we lost) There's also that several time where I tell people that I had to go and someone need to keep the APC on the tunnel. What happened? The guy goes whee to the field ignoring my statement. -.-
  12. Glitch beacon, brought it up. Needs better collision mesh or straight-up no-beacon volume Faking beacon in the base and tunnel? Why not? It also can kill enemies so why not? (not so effective, but a nuke killed 4 mobius in tunnel)
  13. These days been playing offense sometimes too, but still staying on def for a couple of times Mines are essential yeah, no argument about that. It's just sometimes people (especially for GDI) just neglects to do some routine patrol or defense altogether. Most of the time the base is empty when guys are busy on field or infantry path after the base are mined. Yeah, maybe some hotties/tech around, but it feels like the base are prone to be nuked, or C4'ed by a team of infiltrator (that one time, as GDI, me as Hottie and teammate as Gunner managed to sneak in like a secret agent, with barely anyone noticing, and by the time they do, we've left their PP ruined. We're just 2, no SBH, no Spy, just Gunner and Hottie, and I think we were losing that time) In short, mining is a must, but later form of defense must not be neglected as well
  14. Grenade Launcher.... ah, the joy of point-whoring in Volcano where you can fire on 2 buildings from the balcony with it Free Infantry rush can be menacing. Had this bot horde match as we wait for more players, guys got shocked when they saw 30 soldiers grouping up and shoot at anything that moves
  15. Like your videos. It makes a decent tutorial/knowledge sharing.
  16. Remote vest. LOL Did you forget the proxy hat, and May I add proxy vehicle armor? Anyway, I think that advanced engineer bug with AT and EMP needs to be looked at. You can't switch back to proxy once you bought either of the two until you die
  17. RuinCobra showed this yesterday to me. I questioned as to why someone would mine the chamber, and so... revelation Is placing beacons on the ledges illegal? I'm guessing not, since you can already reach it by normal way
  18. C-130 pilot in training decides to take his flight to extreme level
  19. [0398.46] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_2 -> StaticMeshActor_2866 [0398.51] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_2 -> StaticMeshActor_2865 [0398.57] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_2 -> StaticMeshActor_2865 [0398.62] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_2 -> StaticMeshActor_2865 [0398.67] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_2 -> StaticMeshActor_2865 [0398.73] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_2 -> StaticMeshActor_2865 [0410.53] ScriptWarning: Accessed None 'Canvas' Rx_HUD cnc-mesa_ii.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:SetShowScores:00AF [0410.53] ScriptWarning: Accessed None 'Canvas' Rx_HUD cnc-mesa_ii.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:SetShowScores:00CF [0414.84] ScriptWarning: Accessed None 'Canvas' Rx_HUD cnc-mesa_ii.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:SetShowScores:00AF [0414.84] ScriptWarning: Accessed None 'Canvas' Rx_HUD cnc-mesa_ii.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:SetShowScores:00CF [0417.41] ScriptWarning: Accessed None 'Canvas' Rx_HUD cnc-mesa_ii.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:SetShowScores:00AF [0417.41] ScriptWarning: Accessed None 'Canvas' Rx_HUD cnc-mesa_ii.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:SetShowScores:00CF [0421.26] ScriptLog: starting gc on entering pt [0421.27] ScriptLog: finished gc on entering pt [0483.16] Warning: Warning, Failed to load 'Font None.DS-Digital': Failed to find object 'Font None.DS-Digital' [0483.17] Warning: Warning, Failed to load 'Font None.DS-Digital': Failed to find object 'Font None.DS-Digital' [0508.56] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_34 -> StaticMeshActor_1332 [0508.66] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_34 -> StaticMeshActor_1332 [0512.55] ScriptLog: starting gc on entering pt [0512.55] ScriptLog: finished gc on entering pt [0517.90] ScriptLog: rxPC.bJustBaughtEngineer? False | Rx_Pawn(rxPC.Pawn).GetRxFamilyInfo()? Rx_FamilyInfo_Nod_Soldier [0598.61] Warning: Failed to find function GotoStealthed for timer in actor Rx_Pawn_SBH_0 [0603.38] ScriptWarning: Accessed None 'Weapon' Rx_Pawn cnc-mesa_ii.TheWorld:PersistentLevel.Rx_Pawn_59 Function RenX_Game.Rx_Pawn:StartFire:001B [0604.90] ScriptLog: starting gc on entering pt [0604.90] ScriptLog: finished gc on entering pt [0610.57] ScriptLog: rxPC.bJustBaughtEngineer? False | Rx_Pawn(rxPC.Pawn).GetRxFamilyInfo()? Rx_FamilyInfo_Nod_Soldier [0708.91] ScriptWarning: Accessed None 'Team' Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:AddKillMessage:007A [0720.54] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_10 -> StaticMeshActor_1023 [0720.60] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_10 -> StaticMeshActor_1023 [0943.32] Log: === Critical error: === Fatal error! Address = 0x1217dd6 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win32\UDK.exe] Address = 0x123a393 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win32\UDK.exe] Address = 0x11fe411 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win32\UDK.exe] Address = 0x12ab074 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win32\UDK.exe] Address = 0x123a657 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win32\UDK.exe] Address = 0x123a3e5 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win32\UDK.exe] Yesterday in EKT server in, as the log says, Mesa ii, we suffered mass crash that left only 5 or less people in the server. This is the partition of the log that I believe is the one needed to be looked at. I can provide the complete log, but it might take some time. Also, I noticed that there's no DX11 support in the game. I've tried doing -dx11 command and the screen went black upon entering. After checking the log, I get the impression that the shaders aren't compiled for dx11 as of yet Log: Log file open, 11/12/14 10:18:22 Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini Init: Version: 12097 Init: Epic Internal: 0 Init: Compiled (32-bit): Feb 17 2014 13:31:14 Init: Changelist: 1999891 Init: Command line: -dx11 Init: Base directory: D:\Program Files (x86)\Renegade X\Binaries\Win32\ [0001.72] Log: Deleting old log file Launch-backup-2014.11.07-10.07.54.log [0001.72] Log: Deleting old log file Launch-backup-2014.11.07-10.49.59.log [0001.72] Log: Deleting old log file Launch-backup-2014.11.07-11.33.23.log [0001.72] Log: Deleting old log file Launch-backup-2014.11.07-16.54.53.log [0001.72] Log: Deleting old log file Launch-backup-2014.11.07-17.41.56.log [0001.72] Log: Deleting old log file Launch-backup-2014.11.08-08.59.45.log [0001.72] Log: Deleting old log file Launch-backup-2014.11.08-09.39.40.log [0001.73] Log: Deleting old log file Launch-backup-2014.11.08-11.06.02.log [0001.73] Log: Deleting old log file Launch-backup-2014.11.08-19.00.57.log [0001.73] Log: Deleting old log file Launch-backup-2014.11.08-22.19.12.log [0001.73] Log: Deleting old log file Launch-backup-2014.11.09-23.13.02.log [0001.73] Init: Computer: USER-PC [0001.73] Init: User: USER [0001.73] Init: CPU Page size=4096, Processors=4 [0001.73] Init: High frequency timer resolution =2.047851 MHz [0001.73] Init: Memory total: Physical=3.2GB (3GB approx) Pagefile=6.4GB Virtual=4.0GB [0001.73] Log: Steam Client API initialized 0 [0001.73] Log: Steam Game Server API initialized 0 [0001.77] Init: WinSock: I am USER-PC (172.16.8.33:0) [0001.77] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0001.78] Init: Object subsystem initialized [0001.80] Log: Last hardware survey: Ver=12097, Date=20141110. Uploading again. [0007.40] Log: Found D3D11 adapter 0: AMD Radeon HD 8550G + 8570M Dual Graphics [0007.40] Log: Adapter has 2799MB of dedicated video memory, 0MB of dedicated system memory, and 1296MB of shared system memory [0007.45] Log: Shader platform (RHI): PC-D3D-SM5 [0007.54] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0007.75] Log: PhysX GPU Support: DISABLED [0008.00] Init: Initializing FaceFX... [0008.00] Init: FaceFX 1.7.4 initialized. [0008.11] Init: XAudio2 using 'Speakers (4- High Definition Audio Device)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3) [0013.26] Log: Successfully upload UDK hardware survey to http://et.epicgames.com/PostUDKSurveyHandler.ashx in 7.01 seconds. [0033.76] Log: Incomplete cached shader map for material DefaultMaterial, quality 0, compiling. [0047.32] Log: Incomplete cached shader map for material M_FX_BloodDecal_FadeViaDissolving, quality 0, compiling. [0048.11] Log: Incomplete cached shader map for material M_FX_DecalParent_Simple_Multiply, quality 0, compiling. [0048.94] Log: Incomplete cached shader map for material LevelColorationLitMaterial, quality 0, compiling. [0055.24] Log: Incomplete cached shader map for material LevelColorationUnlitMaterial, quality 0, compiling. [0057.11] Log: Incomplete cached shader map for material LightmapResolutionMaterial, quality 0, compiling. [0064.09] Log: Incomplete cached shader map for material MAT_LevelColorationLitLightmapUVs, quality 0, compiling. [0070.62] Log: Incomplete cached shader map for material MaterialError_Mat, quality 0, compiling. [0077.77] Log: Incomplete cached shader map for material ShadedLevelColorationLitMaterial, quality 0, compiling. [0084.18] Log: Incomplete cached shader map for material ShadedLevelColorationUnlitMaterial, quality 0, compiling. [0085.87] Log: Incomplete cached shader map for material TerrainCollisionMaterial, quality 0, compiling. [0089.14] Log: Incomplete cached shader map for material WireframeMaterial, quality 0, compiling. [0090.94] Log: Incomplete cached shader map for material DefaultDecalMaterial, quality 0, compiling. [0094.58] Init: Finished loading startup packages in 83.95 seconds I forcibly closed the game however, so... I can't be sure for certain. Is there anyone else who managed to run this with dx11?
  20. My Carbine kills more than my Ramjet as Havoc, that's for sure
  21. Aaah, RenegadeX's ragdolls are like noodles (your limbs can actually bend everywhere)
  22. The question would be the possibility though. Back in the old days when I had pentium 4 PC with outdated Nvidia card with outdated driver, the weapons in my UT3 flickered occasionally until I updated the driver (other meshes didn't flicker)
  23. Welcomes (thankfully unusable in multiplayer. Just imagine the exploits)
  24. I guess I'm a bit late to play the multiplayer game of Renegade. Managed to finish that campaign tho My own personal opinion about RenX as new 'Renegader' I'm not much of a multiplayer gamer, but surprisingly I found that I can kill people easier than bots in RenegadeX when going one-on-one (even Sniper or PIC/Railgun with 0 credits chara). It seems that for some reason, the bots are designed to rack up kills rather than be effective on the objective, typical deathmatch bot (which is reasonable since the bot scripts are based on UT anyway). As for the multiplaying itself, I find that games, mostly without the base defenses, are finished within a swift rush of several engies. I know this is probably more of lack of teamworks but... yeah, for me it was too fast that we don't have time to enjoy good 2-sided fights before one team gets the advantage and maul the other. I don't know about the others, but don't you find it rather boring if a battle that is supposedly going to be epic ends within 5 minutes? Just sayin', that's actually why I never participate much in early rushes. I can't do much against it, since the consequences are still dire sometimes. Besides, some players are more concerned about winning the game more than the fun of it Moving on, I'd like to see a tropical forest (of course, original) map with vehicles moving through the trees instead of open field, basically the glitch of Lakeside's infantry path, except intentional. I think it would be cool to do battles in a place with so much cover plus beautiful scenery. Besides, infantry strength against heavy armors needs some love. Problem would be APC rush inhibition and arty/mrls siege though. As for player base, personally I'm trying to get my friends to play along with me sometimes, but... so far zero. I guess the things just feel complicated or something, or because they got minimum specs (one of the guys I usually play with has an i3 computer that plays UT3 quite laggy) or because they have different tastes. It feels sad, since this is one of the best free games for me As for new features... well, never really use that EMP, and I kinda find the airstrike underwhelming at usage, but overwhelming when getting hit by one. It feels right though, and Tiberium Dawn has them 'strikes (especially for GDI). AT mines... hard to use, and quite expensive. The only thing I'm hyped up is the tech buildings. We need more variety of it, probably ripping some from other C&C games (Hospital, Outpost, etc.) PS. : Wild imagination, but water travelling is something needs to be tried. Probably as an infantry path or ships? There's that GDI ship in Tiberium Dawn, right?
  25. We already have such topic... actually viewtopic.php?f=26&t=73861
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