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Handepsilon

Totem Arts Staff
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    2007
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Everything posted by Handepsilon

  1. 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
  2. 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
  3. C-130 pilot in training decides to take his flight to extreme level
  4. [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?
  5. My Carbine kills more than my Ramjet as Havoc, that's for sure
  6. Aaah, RenegadeX's ragdolls are like noodles (your limbs can actually bend everywhere)
  7. 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)
  8. Welcomes (thankfully unusable in multiplayer. Just imagine the exploits)
  9. 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?
  10. We already have such topic... actually viewtopic.php?f=26&t=73861
  11. 2 GDIs surfing on my glitchy ride the Repair Facility accidentally died after the rest of the GDI infantries chased us to the mountain Worst landing.... ever. At least now we know how Raveshaw became a mutant
  12. Neutral gun emplacements on random (strategic) places in the middle of the map. For upcoming new maps, might be worth a try Or a tech structure that has them (something like Tech Outpost in RA2, I think)
  13. Add that to the beta4 wishlist. Doesn't make sense for remotes or mines to actually block weapons in games Of course we only do this when the mines are surplus. we had about 15 or 20 on Walls and the whole Strip is mined anyway. If we try this in TmX, hard/impossible to do without team hampering If for some reason some people start doing things like this again, I'm gonna record it, and add it to 'List of things to do in RenX when you're bored' and post it on YouTube
  14. They did give up something : money *trollface* In all seriousness though, while they do replace the pistol, I don't really remember that it is classified as side-arms. The button says 'weapons'. You have a point though, it replaces pistol and gives additional function for a class (although Carbine IMO is bad for people that sprays rather than aim) I think I'm gonna wait for the say from Dev about this
  15. Now that I think about it.... yeah, so I guess Flame is more towards the offensive front line (if not, then I have no idea) GL's damage is OP now tho. with timed C4 and grenade launcher, he can literally destroy an unmanned Mammoth Tank in a single life without refill whereas Flame and Engie need to die or refill for the same case
  16. hmm, I dunno. According to my research, it's true (but both won't be able to kill the Mammy anyway. Engie is instant down to 30, Flame is slow down to 10). We'll talk about unattended tanks tho. Flamers might be able to destroy several hmws if he's agile enough. Are you engaging them (infantries) as flamers in wide space btw? If so, I think that ain't the way Edit : Actually... scratch that. Either Grenadier is OP or Flamer is UP. I just tested Mammy damage against Grenadier. Turns out the grenadier have enough strength to kill it without refill
  17. Because that wasn't an engineer's job to take out tanks. They're supposedly the support units, not the offense IMO, flame is more effective against tanks than Grenadier. Well suited for Nod due to GDI's heavier tanks. A Nod Flame thrower can take out more than half of Mammy's health with all their ammo, probably destroying it without refill. Backed up with timed c4, that is much more likely. Grenadier will take much longer to destroy light tank, and they cannot go close range without damaging themselves. This is not so good for anti-infantry whereas flame only worries about the front and back of the tank once they managed to come into range I take flames over engie when Nod is pushed to defense. Took 10 percent of mammy's life within about 5 seconds and 20 ammo. Engies would need refilling before they can destroy the tank
  18. Because it's supposed to be anti armor? Just like Grenadier is. Grenadier is less damaging as anti armor, but has range (you can shell PP from the Volcano's balcony). Flame has less range but can cause trouble for unsupported Mammy
  19. Carbine turns ramjet characters into a powerful anti-infantry for all range. Speaking from experience I think it does feel too powerful, even more effective than free infantry's rifle or McFarland/Chem. With such power and ability, it should have more price than the two basic anti-infantry class, considering the range too Add those double-barreled shotgun too if you want more secondary variety (I think I saw one double-barrel shotgun in Call of Duty MW2's campaign (Hornet's Nest). It was single-arm weapon too)
  20. Actually RvE died anyway and we didn't kill anyone with those C4, mainly because I had to stay in the Strip (I'd die anyway if I go out to keep an eye on him) If you must know, Truxa, I wasn't immortal when Proxy'ed. And when someone covered me with C4 or Proxy, PT doesn't register my purchases while still allowing me to access it, thus this has its' drawback : You need someone to heal you, and your guns can't refill. Another thing is, you can actually kill yourself with your own gun if you shoot and had your face covered with C4 or Proxy. This might be the result of the gun projectile hitting yourself because it's immediately blocked by the attached explosives upon spawning. This might also means that you cannot disarm enemy mines (untesteed). As a reminder, the proxy, while more effective in killing, also hurts yourself in this method, reducing your lifespan as mines blew in yoir body. Not to the point of killing somehow, but even if you can actually do damage to MCT, remember that you CAN'T shoot and should still take enemy's splash damage by the nature of HurtRadius function. That said, I do agree that to make this legal, it has to be nerfed, especially for vehicles. PS : We tried to. We still lose
  21. That's.... roughly about 4.5x the height of the player without sprint, except if your player character is nowhere near the height of UT characters edit : Actually... scratch that. 9x if using UT chara proportion
  22. Wait... they did? So basically both of you can't shoot each other
  23. You didn't run anything else right? If you do, that might be your problem
  24. I wasn't entirely sure. It wasn't as long as Walls entrance for me. Can you define it in UU, RypeL?
  25. About 5 to 3 feet, but they flicker if you shoot them. Someone also got bugged that he can see SBH from afar as GDI
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