-
Posts
57 -
Joined
-
Days Won
8 -
Donations
0.00 USD
Unstoppable last won the day on January 15 2025
Unstoppable had the most liked content!
Reputation
15 GoodAbout Unstoppable
- Birthday March 5
Member Title
- High interest in conflicts
Profile Information
-
Ingame Username
Unstoppable
-
Gender
Not Telling
-
Location
Turkey
-
Interests
Conflict.
Contact Methods
-
Website URL
https://unstoppable.work
-
Discord
theunstoppable_
Recent Profile Visitors
5,268 profile views
-
60hz - 240hz comparison (60 sfps) and 300 fps vs 100 sfps
Unstoppable commented on NLsRene's issue in Renegade
The only reliable fix for that is to decouple rendering from physics and computations in general, and that's a tedious task given the state and nature of the engine. -
Renegade crashes when using altmat for exterior of buildings
Unstoppable commented on Forithow's issue in Renegade
altmat expects the exact same meshes & configuration in both W3D files. It doesn't play well if you try to add new passes or change things too much. To be on the safe side, separate buildings from terrain. In other words, make two max/gmax files, one for buildings only and one for everything else. Then, make a clone of building-only max/gmax and change the material as you wish. Change it incrementally and make backups so you can figure out/recover what exact change breaks it. These were the steps I followed making C&C_Frostbite. -
It is false positive.
-
The bug in player_info was fixed and will be available with the next TT patch. Thank you for your report.
-
New commands are implemented to provide more information (not all of requested ones, but some of them) about players in a single command response and they will be published with the next TT patch.
-
A fix for this will be available with the next TT patch. Thank you for your report.
-
Thank you for your report. The problem has been identified and solved. A fix will be available with the next TT update.
-
mistake "failed to connect to the backend"
Unstoppable replied to Renegade_live's topic in Help & Support
https://www.renegadeforums.com/index.php?t=msg&th=41315&start=0& Being unable to connect both to Tiberian Technologies and W3D Hub services highly indicate an issue on your end. Given you can visit both Tiberian Technologies and W3D Hub's websites, it might be an anti-virus blocking network activity. -
All of these crashes tell me that there is a decal rendering issue. If the crashes happen only in that map, you could notify the map owner about the issue and temporarily disable decals by changing "DecalLimit" HUD.ini property to 0 until it is fixed.
-
HD maps mentioned in the post are related to Rencorner, not RenHD. They're downloaded via TTFS. @ TeamWolf @ Einstein
-
Feature Overview The new updated weather system operates differently in two primary ways; by introducing more customization capabilities on a per-map basis, and by introducing the capability of rendering surface level weather VFX. The primary means of assigning a weather type to a level (rain, snow, ash) remains unchanged, via Mammoth. New Per-Map Options Your map-specific INI files (the same file containing skybox information and a couple of other things), now also contain new parameters for weather related settings, as well as a few additional skybox settings. All the new settings, including their default values, are seen here in this example: [SkyTextures] MoonTexture1=FullMoon.dds MoonTexture2=PartMoon.dds EarthTexture1=FullEarth.dds EarthTexture2=PartEarth.dds SunTexture=Sun.dds SunHaloTexture=SunHalo.dds MoonHaloTexture=MoonHalo.dds CloudTexture=CloudLayer.dds StarTexture=Star.dds LightningTexture=LightningBolt.tga LightningSource=LightningSource.dds [WeatherTextures] WeatherTexture=weatherparticles.dds ; Sounds look for presets by name, not audio files. [ThunderSounds] ThunderSound1=Thunder01 ThunderSound2=Thunder02 ThunderSound3=Thunder03 ThunderSound4=Thunder04 ThunderSound5=Thunder05 ThunderSound6=Thunder06 WarBlitzSound=SFX.Ambient_Explosion_01 [WeatherSounds] WindSound=Wind01 RainSound=Rainfall01 [WeatherEffects] ; When a weather particle hits the ground, it will generate a random ; number between 0 and 1000 and if that number is less than ; WeatherEffectChance, it will trigger the "weather effect". ; See surfaceeffects.ini for weather hitter type data. ; Value from 0 to 1000. WeatherEffectChance=750 ; Area size around the camera to render weather in. RainSize=20.0 SnowSize=40.0 AshSize=40.0 New Surface Effects In order to generate the new client-side localized weather VFX, you need to update your surfaceeffects.ini with additional hitter type entries for each weather type (rain, snow, ash). Once you have listed your weather hitter types, you can then assign VFX to them like you would any other hitter type. Below is an example for the Rain hitter type: ; Weather Effects ; RAIN [Light Metal_Rain] Emitter0=e_rainspla Emitter1=e_rainsplb [Heavy Metal_Rain] Emitter0=e_rainspla Emitter1=e_rainsplb You can do the same for the other weather hitter types. Bonus tip: If your project has an unused weather type (most likely Ash), you can remove the ash texture from weatherparticles.dds and then use that weather to, for example, create wind effects in a sandy map.
-
What are the CPUs of the computers that you got the crash on?
-
Are -n1 suffixed versions of these crashdumps are available? Other than that, all of these crash dumps are related with memory issues from what I can tell. You could try the following and see if it helps: Check for faulty RAMs using mdsched.exe on Windows Disable any optimizations or game overlays and boosters Update your BIOS (be careful, this could brick the system if not done right!) Remove one RAM stick at a time and try playing the game that way
-
This happens when the map depends on assets from the original game and mostly happens in Co-Op servers which host campaign maps. Running "mixcheck.exe" in the game folder might solve the issue by downloading the missing maps.
