HunterDigi
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Posts
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Posts posted by HunterDigi
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The bug where it removes various basic things from you, most commonly disabling abilities and operator.
I had the worst one today during an elite deep archimedia which disabled: abilities, operator, any kind of attacking, sprint, crouch, jump, picking up items and chat (I could only open it through the esc menu). I was only able to stroll around at the jogging speed, it was painful.The usual fix for this is to self-revive after you've fully died, which obviously I can't do in the game modes that don't allow it (which exactly what happened the first time I tried the 60-eye boss, got this bug and tried to self-rev, but surprise it's disabled so of course that was a waste time)
And since this has been an issue for years with seemingly no progress, can we please get /unstuck to also respawn our character just like that self revive would? This should work in all modes especially ones where you can't self-revive after fully dying.
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22 hours ago, Biohazard_xPRx said:
Could it also mean that leaving 1% of the armor unstripped + the current Corrossive 75% buff/armor “bypass” is better than full strip even at level cap?
They said they're collapsing health-types into per-faction and they won't change weakness/resistances in realtime if you strip armor or destroy shields, No more worries about fully stripping resulting in less damage 🙌
QuoteAs well, Damage Resistances won’t change just because an Enemy’s Armor or Shields are removed; since they’re set per Faction, those Weaknesses (or Resistances) will continue to affect whatever Health Type they have equally.
- 1
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13 hours ago, [DE]Sam said:
Cold has a new stack cap!
Reminder that there's a legendary arcane that increase damage taken per cold stack, a cold stack cap would make that arcane no longer worth its tier.
Is it really that big a deal to have uncapped stacks for cold? The freezing logic can work with it to keep it the way you guys want without it being capped.EDIT: There's also primary weapon arcane that gain multishot&CD per cold status, I sure hope that at least doesn't break from capping cold stacks 👀
13 hours ago, [DE]Sam said:Players’ Armor is to be untouched.
Players’ Shields are to be untouched.
What about allies? Most importantly ones we have to protect or mission fails.
- 4
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Doing today's sortie at Pluto/Minthe with Augmented enemy shields.
After a few waves we just suddenly got defense failed, I've no idea what happened, I didn't notice the NPC going down (no sound or HUD marker).
But then I also don't see anything in the log, I used https://semlar.com/deathlog to see what killed it and it's absolutely nothing there :/
Here's the log from EndOfMatch backwards a few hundred lines, I'm not sure what time scale this leading number is but I hope it's sec.ms =)Quote2999.140 Game [Info]: Ending injury CorpusFireDamageProc
2999.140 Game [Info]: Ending injury CorpusPoisonDamageProc
2999.141 Game [Info]: Ending injury CorpusFireDamageProc
2999.141 Game [Info]: Ending injury CorpusPoisonDamageProc
2999.174 Game [Info]: Ending injury CorpusFireDamageProc
2999.174 Game [Info]: Ending injury CorpusPoisonDamageProc
2999.190 Game [Info]: Ending injury CorpusFireDamageProc
2999.190 Game [Info]: Ending injury CorpusPoisonDamageProc
2999.770 Script [Info]: Prism.lua: Prism Burst: checked 6 NPC in 0.095 ms total (0.094 ms peak)
2999.785 Game [Info]: CatbrowPetAvatar1134 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction126
3000.434 Net [Info]: NAT bound for client to (RemovedIP):4955
3000.434 Net [Info]: 1 proxy connection(s)
3000.855 Game [Info]: Ending injury CorpusFireDamageProc
3001.621 Game [Info]: Ending injury CorpusFireDamageProc
3001.621 Game [Info]: Ending injury CorpusPoisonDamageProc
3001.871 Game [Info]: Ending injury CorpusFireDamageProc
3001.871 Game [Info]: Ending injury CorpusPoisonDamageProc
3002.721 Game [Info]: Ending injury CorpusFireDamageProc
3002.721 Game [Info]: Ending injury CorpusPoisonDamageProc
3003.188 Game [Info]: Ending injury CorpusFireDamageProc
3003.188 Game [Info]: Ending injury CorpusPoisonDamageProc
3003.256 Game [Info]: Ending injury CorpusFireDamageProc
3003.370 Game [Info]: Ending injury CorpusSlashDamageProc
3003.370 Game [Info]: Ending injury CorpusPoisonDamageProc
3003.816 Game [Info]: CatbrowPetAvatar1134 tried to execute /Layer1/Layer6/JumpDown27 but already running /Layer1/Layer6/JumpAction126
3004.849 Script [Info]: PlayerScript.lua: Combat -> idle
3006.284 Game [Info]: CatbrowPetAvatar1225 tried to execute /Layer1/Layer6/JumpAction184 but already running /Layer1/Layer6/JumpAction82
3006.651 Game [Info]: CatbrowPetAvatar1134 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction126
3008.567 Game [Info]: CatbrowPetAvatar1225 tried to execute /Layer1/Layer6/JumpAction186 but already running /Layer1/Layer6/JumpAction82
3009.851 Sys [Info]: Created /Lotus/Interface/FocusGainMessage.swf
3010.800 Sys [Info]: ResourceLoader 0x0000027708D4E5B0 (/Lotus/Interface/Icons/StoreIcons/Resources/CraftingComponents/AlloyPlate.png) Found 1 items to load (0ms) [Heap: 1,416,784,336/1,746,010,112 Footprint: 4,599,861,248 Handles: 1,152]
3010.800 Sys [Info]: 2 unique static loader(s) running
3010.800 Sys [Info]: Resloader 0x0000027708D4E5B0 (/Lotus/Interface/Icons/StoreIcons/Resources/CraftingComponents/AlloyPlate.png) starting
3010.813 Sys [Info]: Resource load completed 0x0000027708D4E5B0 (/Lotus/Interface/Icons/StoreIcons/Resources/CraftingComponents/AlloyPlate.png) in one pass and 0.0s (I/O ~= 0.0%, inherited 1 of 1)
3010.868 Script [Info]: PlayerScript.lua: Idle -> combat
3011.488 Net [Info]: IRC out: PONG :i5.local
3012.066 Game [Info]: CatbrowPetAvatar1129 tried to execute /Layer1/Layer6/MantleUp1 but already running /Layer1/Layer6/JumpAction21
3012.255 Net [Info]: NAT bound for server to (RemovedIP):4950
3013.702 Input [Info]: InitMapping for all devices with bindings /Configs/EE.cfg/LotusWindows_KeyBindings and filter /Lotus/Types/Player/TennoEquippedMeleeFilter
3013.818 Game [Info]: Ending injury CorpusPoisonDamageProc
3014.199 Script [Info]: FocusBoost.lua: OnFocusBoostEvent(false)
3014.648 Game [Info]: CatbrowPetAvatar1129 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction21
3014.686 Input [Info]: InitMapping for all devices with bindings /Configs/EE.cfg/LotusWindows_KeyBindings and filter /Lotus/Types/Player/TennoInputFilter
3014.985 Input [Info]: InitMapping for all devices with bindings /Configs/EE.cfg/LotusWindows_KeyBindings and filter /Lotus/Types/Player/TennoEquippedMeleeFilter
3016.398 Game [Info]: CatbrowPetAvatar1134 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction126
3016.419 Input [Info]: InitMapping for all devices with bindings /Configs/EE.cfg/LotusWindows_KeyBindings and filter /Lotus/Types/Player/TennoInputFilter
3017.448 Game [Info]: CatbrowPetAvatar1129 tried to execute /Layer1/Layer6/JumpAction47 but already running /Layer1/Layer6/JumpAction21
3018.320 Game [Info]: Ending injury CorpusFireDamageProc
3020.237 Game [Info]: Ending injury CorpusFireDamageProc
3021.082 Game [Info]: CatbrowPetAvatar1134 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction126
3022.019 Game [Info]: Ending injury CorpusFireDamageProc
3022.386 Game [Info]: Ending injury CorpusFireDamageProc
3022.687 Game [Info]: Ending injury CorpusFireDamageProc
3022.699 Game [Info]: CatbrowPetAvatar1129 tried to execute /Layer1/Layer6/JumpAction220 but already running /Layer1/Layer6/JumpAction21
3022.720 Game [Info]: Ending injury CorpusFireDamageProc
3022.971 Game [Info]: Ending injury CorpusFireDamageProc
3022.971 Game [Info]: Ending injury CorpusPoisonDamageProc
3022.971 Game [Info]: Ending injury CorpusPoisonDamageProc
3022.971 Game [Info]: Ending injury CorpusPoisonDamageProc
3022.972 Game [Info]: Ending injury CorpusFireDamageProc
3022.972 Game [Info]: Ending injury CorpusFireDamageProc
3022.972 Game [Info]: Ending injury CorpusFireDamageProc
3022.972 Game [Info]: Ending injury CorpusPoisonDamageProc
3022.972 Game [Info]: Ending injury CorpusPoisonDamageProc
3022.987 Game [Info]: Ending injury CorpusPoisonDamageProc
3022.987 Game [Info]: Ending injury CorpusFireDamageProc
3022.987 Game [Info]: Ending injury CorpusPoisonDamageProc
3022.988 Game [Info]: Ending injury CorpusFireDamageProc
3022.988 Game [Info]: Ending injury CorpusFireDamageProc
3022.988 Game [Info]: Ending injury CorpusPoisonDamageProc
3023.002 Game [Info]: Ending injury CorpusFireDamageProc
3023.003 Game [Info]: Ending injury CorpusFireDamageProc
3023.003 Game [Info]: Ending injury CorpusPoisonDamageProc
3023.321 Game [Info]: Ending injury CorpusPoisonDamageProc
3023.938 Game [Info]: Ending injury CorpusPoisonDamageProc
3023.949 Game [Info]: CatbrowPetAvatar1134 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction126
3024.211 Game [Info]: CatbrowPetAvatar1225 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction82
3026.910 Game [Info]: CatbrowPetAvatar1129 tried to execute /Layer1/Layer6/MantleUp2 but already running /Layer1/Layer6/JumpAction21
3026.983 Game [Info]: Ending injury CorpusPoisonDamageProc
3026.998 Game [Info]: Ending injury CorpusFireDamageProc
3026.998 Game [Info]: Ending injury CorpusPoisonDamageProc
3028.998 Game [Info]: Ending injury CorpusPoisonDamageProc
3029.211 Game [Info]: CatbrowPetAvatar1134 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction126
3029.411 Game [Info]: CatbrowPetAvatar1129 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction21
3032.482 Game [Info]: Ending injury CorpusSlashDamageProcRobot
3032.482 Game [Info]: Ending injury CorpusFireDamageProc
3032.960 Script [Info]: Prism.lua: Prism Burst: checked 8 NPC in 0.045 ms total (0.044 ms peak)
3033.615 Game [Info]: Ending injury CorpusSlashDamageProcRobot
3033.615 Game [Info]: Ending injury CorpusFireDamageProc
3034.794 Sys [Info]: Spot-loading /Lotus/Interface/Icons/StoreIcons/Pickups/AmmoBoxUniversal.png
3034.828 Game [Info]: CatbrowPetAvatar1134 tried to execute /Layer1/Layer6/JumpDown3 but already running /Layer1/Layer6/JumpAction126
3034.866 Game [Info]: Ending injury CorpusSlashDamageProc
3034.866 Game [Info]: Ending injury CorpusFireDamageProc
3035.498 Game [Info]: Ending injury CorpusSlashDamageProcRobot
3035.498 Game [Info]: Ending injury CorpusPoisonDamageProc
3035.782 Game [Info]: Ending injury CorpusPoisonDamageProc
3035.816 Game [Info]: Ending injury CorpusPoisonDamageProc
3036.802 Game [Info]: CatbrowPetAvatar1225 tried to execute /Layer1/Layer6/JumpDown16 but already running /Layer1/Layer6/JumpAction82
3037.554 Game [Info]: Ending injury CorpusFireDamageProc
3038.501 Game [Info]: CatbrowPetAvatar1134 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction126
3039.224 Snd [Error]: Stopping looping positional sound /Lotus/Sounds/Weapons/BulletImpacts/Default/BeamImpactDefaultLoop because it has no emitter (could be left dangling)
3040.617 Game [Info]: CatbrowPetAvatar1225 tried to execute /Layer1/Layer6/StepUp0 but already running /Layer1/Layer6/JumpAction82
3040.638 Game [Info]: Ending injury CorpusSlashDamageProc
3040.638 Game [Info]: Ending injury CorpusPoisonDamageProc
3040.639 Game [Info]: Ending injury CorpusPoisonDamageProc
3040.656 Game [Info]: Ending injury CorpusPoisonDamageProc
3040.736 Game [Info]: Ending injury CorpusPoisonDamageProc
3041.404 Game [Info]: Ending injury CorpusPoisonDamageProc
3041.470 Game [Info]: Ending injury CorpusPoisonDamageProc
3041.654 Game [Info]: Ending injury CorpusPoisonDamageProc
3043.905 Game [Info]: Ending injury CorpusSlashDamageProcRobot
3044.572 Game [Info]: Ending injury CorpusPoisonDamageProc
3044.638 Game [Info]: Ending injury CorpusPoisonDamageProc
3044.784 Sys [Info]: Spot-loading /Lotus/Interface/Icons/StoreIcons/Pickups/AmmoBoxB.png
3045.501 Net [Info]: NAT bound for client to (RemovedIP):4955
3045.501 Net [Info]: 1 proxy connection(s)
3045.938 Game [Info]: Ending injury CorpusSlashDamageProcRobot
3045.938 Game [Info]: Ending injury CorpusFireDamageProc
3047.516 Game [Info]: HandleSquadMessage from (RemovedIP):4950 REGION (host: 0)
3047.533 Script [Info]: PlayerScript.lua: Combat -> idle
3047.599 Net [Info]: NAT bound for client to (RemovedIP):4955
3047.599 Net [Info]: 1 proxy connection(s)
3047.616 Game [Info]: CatbrowPetAvatar1129 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction21
3049.999 Game [Info]: CatbrowPetAvatar1129 tried to execute /Layer1/Layer6/StepDown1 but already running /Layer1/Layer6/JumpAction21
3051.399 Game [Info]: CatbrowPetAvatar1134 tried to execute /Layer1/Layer6/StepDown5 but already running /Layer1/Layer6/JumpAction126
3053.549 Script [Info]: PlayerScript.lua: Idle -> combat
3055.765 Game [Info]: CatbrowPetAvatar1129 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction21
3056.432 Game [Info]: CatbrowPetAvatar1225 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction82
3057.322 Net [Info]: NAT bound for server to (RemovedIP):4950
3059.065 Game [Info]: CatbrowPetAvatar1129 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction21
3062.917 Script [Info]: FocusBoost.lua: OnFocusBoostEvent(true)
3062.918 Sys [Info]: Created /Lotus/Interface/FocusGainMessage.swf
3063.120 Game [Info]: Ending injury CorpusFireDamageProc
3064.091 Game [Info]: Ending injury CorpusPoisonDamageProc
3064.106 Game [Info]: Ending injury CorpusPoisonDamageProc
3064.121 Game [Info]: Ending injury CorpusFireDamageProc
3064.250 Game [Info]: CatbrowPetAvatar1225 tried to execute /Layer1/Layer6/MantleUp5 but already running /Layer1/Layer6/JumpAction82
3064.485 Game [Info]: CatbrowPetAvatar1129 tried to execute /Layer1/Layer6/JumpDown36 but already running /Layer1/Layer6/JumpAction21
3065.105 Game [Info]: Ending injury CorpusPoisonDamageProc
3065.121 Game [Info]: Ending injury CorpusPoisonDamageProc
3065.271 Game [Info]: Ending injury CorpusPoisonDamageProc
3065.439 Game [Info]: Ending injury CorpusFireDamageProc
3066.072 Game [Info]: Ending injury CorpusPoisonDamageProc
3066.089 Game [Info]: Ending injury CorpusPoisonDamageProc
3066.400 Game [Info]: CatbrowPetAvatar1225 tried to execute /Layer1/Layer6/JumpDown20 but already running /Layer1/Layer6/JumpAction82
3066.583 Game [Info]: CatbrowPetAvatar1134 tried to execute /Layer1/Layer6/JumpAction176 but already running /Layer1/Layer6/JumpAction126
3066.838 Game [Info]: Ending injury CorpusPoisonDamageProc
3067.103 Game [Info]: Ending injury CorpusPoisonDamageProc
3067.441 Game [Info]: Ending injury CorpusSlashDamageProc
3067.441 Game [Info]: Ending injury CorpusPoisonDamageProc
3067.743 Game [Info]: Ending injury CorpusPoisonDamageProc
3067.760 Game [Info]: Ending injury CorpusPoisonDamageProc
3067.825 Game [Info]: Ending injury CorpusPoisonDamageProc
3068.603 Game [Info]: CatbrowPetAvatar1134 tried to execute /Layer1/Layer6/JumpAction175 but already running /Layer1/Layer6/JumpAction126
3068.686 Game [Info]: CatbrowPetAvatar1225 tried to execute /Layer1/Layer6/MantleUp3 but already running /Layer1/Layer6/JumpAction82
3068.741 Game [Info]: Ending injury CorpusPoisonDamageProc
3068.757 Game [Info]: Ending injury CorpusPoisonDamageProc
3068.792 Game [Info]: Ending injury CorpusPoisonDamageProc
3070.023 Game [Info]: Ending injury CorpusPoisonDamageProc
3070.176 Game [Info]: Ending injury CorpusPoisonDamageProc
3071.159 Game [Info]: Ending injury CorpusSlashDamageProcRobot
3071.159 Game [Info]: Ending injury CorpusPoisonDamageProc
3071.294 Game [Info]: Ending injury CorpusSlashDamageProcRobot
3071.294 Game [Info]: Ending injury CorpusPoisonDamageProc
3071.388 Sys [Info]: ResourceLoader 0x00000276F7A993B0 (/Lotus/Interface/Icons/ModBuffIndicators/FrozenFlowBuff.png) Found 1 items to load (0ms) [Heap: 1,440,289,776/1,746,010,112 Footprint: 4,668,125,184 Handles: 1,147]
3071.388 Sys [Info]: 1 unique static loader(s) running
3071.390 Sys [Info]: Resloader 0x00000276F7A993B0 (/Lotus/Interface/Icons/ModBuffIndicators/FrozenFlowBuff.png) starting
3071.418 Sys [Info]: Finished load of Texture batch (1) [0.02s and 2 frames at 8 ms/frame avg, 0 ms/update peak], 1/0/2, 1 item(s), 0k total so far, 4.82% utilization
3071.418 Sys [Info]: Resource load completed 0x00000276F7A993B0 (/Lotus/Interface/Icons/ModBuffIndicators/FrozenFlowBuff.png) in one pass and 0.0s (I/O ~= 0.2%, inherited 0 of 1)
3072.438 Game [Info]: Ending injury CorpusFireDamageProc
3073.002 Script [Info]: Prism.lua: Prism Burst: checked 7 NPC in 0.32 ms total (0.32 ms peak)
3073.719 Game [Info]: Ending injury CorpusFireDamageProc
3073.769 Game [Info]: Ending injury CorpusPoisonDamageProc
3075.552 Game [Info]: Ending injury CorpusPoisonDamageProc
3077.319 Game [Info]: Ending injury CorpusSlashDamageProcRobot
3078.069 Game [Info]: Ending injury CorpusSlashDamageProc
3078.069 Game [Info]: Ending injury CorpusFireDamageProc
3078.455 Snd [Error]: Buffer underrun streaming /Lotus/Sounds/Ambience/GrineerForest/Misc/GrnForestWindWhistleC.wav (0 active streams)
3080.845 Game [Info]: CatbrowPetAvatar1129 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction21
3081.500 Game [Info]: Ending injury CorpusFireDamageProc
3082.595 Game [Info]: CatbrowPetAvatar1129 tried to execute /Layer1/Layer6/JumpAction127 but already running /Layer1/Layer6/JumpAction21
3082.750 Game [Info]: Ending injury CorpusPoisonDamageProc
3082.783 Game [Info]: Ending injury CorpusSlashDamageProcRobot
3082.783 Game [Info]: Ending injury CorpusFireDamageProc
3083.301 Game [Info]: Ending injury CorpusSlashDamageProc
3083.301 Game [Info]: Ending injury CorpusFireDamageProc
3083.302 Game [Info]: Ending injury CorpusSlashDamageProc
3083.302 Game [Info]: Ending injury CorpusFireDamageProc
3083.316 Game [Info]: Ending injury CorpusSlashDamageProc
3083.316 Game [Info]: Ending injury CorpusFireDamageProc
3083.630 Game [Info]: CatbrowPetAvatar1134 tried to execute /Layer1/Layer6/VaultDown6 but already running /Layer1/Layer6/JumpAction126
3085.083 Game [Info]: Ending injury CorpusPoisonDamageProc
3085.115 Game [Info]: Ending injury CorpusFireDamageProc
3085.362 Game [Info]: CatbrowPetAvatar1129 tried to execute /Layer1/Layer6/JumpAction63 but already running /Layer1/Layer6/JumpAction21
3086.866 Game [Info]: Ending injury CorpusFireDamageProc
3086.882 Game [Info]: Ending injury CorpusFireDamageProc
3086.882 Game [Info]: Ending injury CorpusPoisonDamageProc
3087.649 Game [Info]: Ending injury CorpusSlashDamageProcRobot
3087.649 Game [Info]: Ending injury CorpusFireDamageProc
3087.649 Game [Info]: Ending injury CorpusPoisonDamageProc
3087.999 Game [Info]: Ending injury CorpusSlashDamageProcRobot
3087.999 Game [Info]: Ending injury CorpusFireDamageProc
3087.999 Game [Info]: Ending injury CorpusPoisonDamageProc
3091.635 Game [Info]: Ending injury CorpusFireDamageProc
3092.661 Net [Info]: NAT bound for client to (RemovedIP):4955
3092.661 Net [Info]: 1 proxy connection(s)
3093.913 Script [Info]: PlayerScript.lua: Combat -> idle
3094.396 Game [Info]: CatbrowPetAvatar1225 tried to execute /Layer1/Layer6/JumpDown41 but already running /Layer1/Layer6/JumpAction82
3096.749 Input [Info]: InitMapping for all devices with bindings /Configs/EE.cfg/LotusWindows_KeyBindings and filter /Lotus/Types/Player/TennoEquippedMeleeFilter
3097.302 Sys [Info]: ResourceLoader 0x00000276599642B0 (/Lotus/Sounds/ReverbSettings/Outpost/OutpostInteriorNarrowHallway) Found 2 items to load (0ms) [Heap: 1,431,342,016/1,746,010,112 Footprint: 4,666,130,432 Handles: 1,148]
3097.318 Sys [Info]: Resloader 0x00000276599642B0 (/Lotus/Sounds/ReverbSettings/Outpost/OutpostInteriorNarrowHallway) starting
3097.418 Sys [Info]: Finished load of Flyweight batch (1) [0.07s and 4 frames at 16 ms/frame avg, 0 ms/update peak], 1/2/0, 1 item(s), 192k total so far, -1543% utilization
3097.435 Sys [Info]: Resource load completed 0x00000276599642B0 (/Lotus/Sounds/ReverbSettings/Outpost/OutpostInteriorNarrowHallway) in one pass and 0.1s (I/O ~= 0.1%, inherited 1 of 2)
3099.929 Script [Info]: PlayerScript.lua: Idle -> combat
3100.028 Sys [Info]: Spot-loading /Lotus/Interface/Icons/StoreIcons/Pickups/AmmoBoxUniversal.png
3100.666 Input [Info]: InitMapping for all devices with bindings /Configs/EE.cfg/LotusWindows_KeyBindings and filter /Lotus/Types/Player/TennoInputFilter
3101.328 Game [Info]: CatbrowPetAvatar1134 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction126
3102.374 Net [Info]: NAT bound for server to (RemovedIP):4950
3102.586 Game [Info]: CatbrowPetAvatar1129 tried to execute /Layer1/Layer6/MantleUp2 but already running /Layer1/Layer6/JumpAction21
3103.068 Sys [Info]: Spot-loading /Lotus/Interface/Icons/StoreIcons/Pickups/AmmoBoxB.png
3103.073 Sys [Info]: Created /Lotus/Interface/FocusGainMessage.swf
3103.897 Game [Info]: Ending injury CorpusPoisonDamageProc
3104.108 Game [Info]: Ending injury CorpusPoisonDamageProc
3104.188 Game [Info]: CatbrowPetAvatar1134 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction126
3104.824 Game [Info]: Ending injury CorpusPoisonDamageProc
3104.887 Game [Info]: CatbrowPetAvatar1129 tried to execute /Layer1/Layer6/JumpDown13 but already running /Layer1/Layer6/JumpAction21
3104.908 Game [Info]: Ending injury CorpusPoisonDamageProc
3105.240 Game [Info]: Ending injury CorpusPoisonDamageProc
3105.824 Game [Info]: Ending injury CorpusPoisonDamageProc
3106.570 Game [Info]: CatbrowPetAvatar1225 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction82
3107.902 Script [Info]: FocusBoost.lua: OnFocusBoostEvent(false)
3108.102 Game [Info]: CatbrowPetAvatar1129 tried to execute /Layer1/Layer6/StepDown2 but already running /Layer1/Layer6/JumpAction21
3109.323 Game [Info]: Ending injury CorpusPoisonDamageProc
3109.885 Game [Info]: CatbrowPetAvatar1134 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction126
3110.139 Game [Info]: Ending injury CorpusFireDamageProc
3110.139 Game [Info]: Ending injury CorpusPoisonDamageProc
3110.167 Game [Info]: CatbrowPetAvatar1129 tried to execute /Layer1/Layer6/StepUp4 but already running /Layer1/Layer6/JumpAction21
3110.351 Game [Info]: CatbrowPetAvatar1225 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction82
3110.440 Game [Info]: Ending injury CorpusPoisonDamageProc
3110.441 Game [Info]: Ending injury CorpusPoisonDamageProc
3110.474 Game [Info]: Ending injury CorpusPoisonDamageProc
3110.474 Game [Info]: Ending injury CorpusPoisonDamageProc
3110.489 Game [Info]: Ending injury CorpusPoisonDamageProc
3110.923 Game [Info]: Ending injury CorpusPoisonDamageProc
3111.423 Game [Info]: Ending injury CorpusPoisonDamageProc
3111.441 Game [Info]: Ending injury CorpusPoisonDamageProc
3111.453 Game [Info]: Ending injury CorpusPoisonDamageProc
3111.467 Game [Warning]: /Layer1/Layer6/JumpDown27 teleporting NullifySpacemanAvatar1522 more than 10m away, to: (-51.5515, -2.96129, 1.56011, 0)
3111.467 Game [Warning]: Avatar pos: (-58.098, 5.75, -0.848772, 0)
3111.739 Game [Info]: Ending injury CorpusPoisonDamageProc
3112.423 Game [Info]: Ending injury CorpusPoisonDamageProc
3112.723 Game [Info]: Ending injury CorpusPoisonDamageProc
3112.821 Game [Info]: Ending injury CorpusPoisonDamageProc
3112.955 Game [Info]: Ending injury CorpusFireDamageProc
3112.955 Game [Info]: Ending injury CorpusPoisonDamageProc
3113.769 Game [Info]: Ending injury CorpusPoisonDamageProc
3113.981 Game [Info]: CatbrowPetAvatar1134 tried to execute /Layer1/Layer6/JumpDown10 but already running /Layer1/Layer6/JumpAction126
3114.564 Game [Info]: CatbrowPetAvatar1225 tried to execute /Layer1/Layer6/JumpAction11 but already running /Layer1/Layer6/JumpAction82
3117.702 Game [Info]: Ending injury CorpusPoisonDamageProc
3117.753 Game [Info]: Ending injury CorpusPoisonDamageProc
3117.875 Snd [Error]: Stopping looping positional sound /Lotus/Sounds/Weapons/BulletImpacts/Default/BeamImpactDefaultLoop because it has no emitter (could be left dangling)
3118.065 Game [Info]: CatbrowPetAvatar1134 tried to execute /Layer1/Layer6/StepUp4 but already running /Layer1/Layer6/JumpAction126
3118.503 Game [Info]: Ending injury CorpusPoisonDamageProc
3119.186 Game [Info]: Ending injury CorpusPoisonDamageProc
3120.382 Game [Info]: CatbrowPetAvatar1134 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction126
3120.452 Game [Info]: Ending injury CorpusSlashDamageProc
3120.452 Game [Info]: Ending injury CorpusFireDamageProc
3120.453 Game [Info]: Ending injury CorpusFireDamageProc
3120.971 Game [Info]: Ending injury CorpusPoisonDamageProc
3122.549 Game [Warning]: /Layer1/Layer6/JumpDown27 teleporting EliteSpacemanAvatar1571 more than 10m away, to: (-51.5515, -2.96129, 1.56011, 0)
3122.549 Game [Warning]: Avatar pos: (-57.6974, 5.75067, -0.638963, 0)
3123.236 Input [Info]: InitMapping for all devices with bindings /Configs/EE.cfg/LotusWindows_KeyBindings and filter /Lotus/Types/Player/TennoEquippedMeleeFilter
3123.572 Game [Info]: Ending injury CorpusPoisonDamageProc
3124.271 Game [Info]: Ending injury CorpusSlashDamageProc
3124.271 Game [Info]: Ending injury CorpusPoisonDamageProc
3124.521 Game [Info]: Ending injury CorpusPoisonDamageProc
3125.671 Input [Info]: InitMapping for all devices with bindings /Configs/EE.cfg/LotusWindows_KeyBindings and filter /Lotus/Types/Player/TennoInputFilter
3126.190 Game [Info]: Ending injury CorpusFireDamageProc
3126.190 Game [Info]: Ending injury CorpusPoisonDamageProc
3127.683 Game [Info]: CatbrowPetAvatar1129 tried to execute /Layer1/Layer6/StepUp7 but already running /Layer1/Layer6/JumpAction21
3128.749 Game [Info]: CatbrowPetAvatar1129 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction21
3129.620 Anim [Warning]: ActionEndPosRot was set for /Lotus/Types/Enemies/Corpus/Drones/DroneAvatars/DroneAttackAnimTreeController but never used:
/Lotus/Types/Enemies/Corpus/Drones/DroneAvatars/DroneAttackAnimTreeController, AnimTreeController::OnReplicatedActionEndPosRotChanged:5491 set
pos: (-60.0339, 4.02451, -0.152588, 310.059) rot: Euler(113.584, 17.6565, -3.58954)
3130.165 Game [Info]: CatbrowPetAvatar1225 tried to execute /Layer1/Layer6/JumpAction174 but already running /Layer1/Layer6/JumpAction82
3130.249 Game [Info]: CatbrowPetAvatar1134 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction126
3132.204 Game [Info]: Ending injury CorpusSlashDamageProcRobot
3132.204 Game [Info]: Ending injury CorpusPoisonDamageProc
3132.221 Game [Info]: Ending injury CorpusFireDamageProc
3132.222 Game [Info]: Ending injury CorpusPoisonDamageProc
3132.286 Game [Info]: Ending injury CorpusSlashDamageProcRobot
3132.286 Game [Info]: Ending injury CorpusFireDamageProc
3132.286 Game [Info]: Ending injury CorpusPoisonDamageProc
3132.615 Game [Info]: CatbrowPetAvatar1129 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction21
3133.599 Game [Info]: CatbrowPetAvatar1134 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction126
3133.799 Sys [Info]: Received medals: HunterDigi?
3133.802 Script [Info]: EndOfMatch.lua: Initialize
3133.803 Script [Info]: EndOfMatch.lua: DBG: HudVis 1
3133.824 Sys [Info]: ResourceLoader 0x00000276F7B048F0 (/Lotus/Levels/Episodes/MissionEndA.level) Found 15,326 items to load (21ms) [Heap: 1,435,449,520/1,746,010,112 Footprint: 4,711,092,224 Handles: 1,149]
3133.824 Sys [Info]: 1 unique static loader(s) running
3133.824 Script [Info]: EndOfMatch.lua: Mission Failed
3133.824 Script [Info]: EndOfMatch.lua: EndOfMatch.lua: GiveMissionRewards. success=false -
9 hours ago, Birdframe_Prime said:
And far from dismissing it, I'm trying to save you time and effort. You can genuinely just... not keep trying to argue the point. Because DE have already heard your request. Multiple times in the past.
They've already given their answer to it, and you can now just... wait for when they decide to announce it. It's not off the table. They didn't say no. They just said 'If we do it, we'll tell you.'
Can you link where they've asked and responded like this? I want to see the wording used =)
I seriously can't imagine anyone asking for a version like this akin to an oldschool game AND developers understanding that they are asking without jumping to unrealistic expectations that simply do not exist in this particular request.
This suggestion has a "time limit" because it wouldn't really make sense to add this kind of thing after that update, so I just hope the dev(s) that reads this understand and if there is something I missed I hope they'll post about it to explain why it's not feasible. -
Added a list of "expectations" (or lack of) to the first post to keep things summarized :]
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7 hours ago, Birdframe_Prime said:
Do you ever wonder why we can't Bullet Jump or even Sprint when we're scoped in? Or how about in a movement mode that's genuinely stabilised and already has controls that allow for a first person view like Archwing (because the camera for that is the same as the one for Decoration and the free cam in Captura)? I mean... there has to be a reason for that, right?
Well scopes are not first person, it's the same aim-down-sights 3rd person position with more zoom and an overlay. If you look straight down while scoped and rotate, you can see you're rotating around a point to the left, indicating your camera is offset to the right.
This is probably an intentional decision to not cause confusion to shift view towards where a real first person would be.As to why they unscope for those, I don't know and I doubt it's relevant to the camera perspective.
With Rubico there's 2 mods that can un-zoom and it effectively remains in the same position as un-aimed 3rd person when you aimglide: https://imgur.com/a/UgvqEGl
The frame and weapon are invisible but effects are not, you can see the particles from sliding, muzzle flash from the weapon (which is flipped O.o), etc. I suspect it's because you can also see the effects from rolling (e.g. Gyre).
And whatever the result, it would still be fine! If those effects play when rolling in firstperson then who cares xD4 hours ago, Pakaku said:Animations for viewmodels have to be custom tailored to fit in the screen, you can't really expect to port over an animation optimized for third-person...
Not relevant, the weapon is detached from the frame and fixed to the camera, it does not care about anything that would've happened in 3rd person.
The only usable animation would be the ones on weapon itself, like some bolt moving, some bits growing, and of course particle effects. None of that is relevant to the character that was holding it because it no longer holds it.
For reloads it depends on how it's programmed to interact with the arm taking out a magazine, I'm fine with whatever is the easiest approach, if that means the magazine stays still, or vanishes, or levitates away and back, ANY of that is fine... please stop adding complexity and polish where none is expected xD
The position of the weapon would be a fixed length right and down, nothing fancy. Some weapons will be a bit out of view, like the primary ones that go up your arm, and that's ok!
As for fitting in view, the model boundingbox can be used as a general idea of how large it is on its width/height and use that to scale it to not occupy the entire screen if too large.
Melee weapons would be most weird and that is again fine, I don't think anyone is expected to do much with melee in firstperson anyway.
What I'm looking for is a dev that has the mindset of a modder and can understand jankily adding things that give it good-enough function. For example melee weapons can just be rotated in some manner every time it attacks, or it can just sit there frozen, either one is fine tbh.
And when moving it can have a small hop to its position, it's pretty much how firstperson models worked for ages, it's not all fancy rigging.
8 hours ago, Birdframe_Prime said:DE said this, as an answer to the actual question asked, and that's kind of the end of it.
No, it's important to differentiate the requests and not just dismiss it entirely because of similar keywords exist in it... you wouldn't like if your suggestions were discarded just because devs skimmed it and jumped to conclusions about what you want now would you?
And if you don't know the feeling then I wouldn't wish it on you, I just ask you to understand that it's not the same. I'm asking for literal jank here, even if someone asked this on a stream the devs likely misunderstood it for a proper feature, because their current mindset is on polished products.
Also to address motion sickness: an FOV slider is all that's needed.
People that have motion sickness issues in any FPS are just not the target audience for this optional feature, it does not concern you so you should ignore it.
Being actively against it because you can't or don't want to experience it is like being against colorblind options... or like voting in a country's elections that you are not a citizen of. -
7 hours ago, NinjaZeku said:
Could you elaborate on this?
Mostly when needing to aim with non-spread guns while doing all sorts of sideways movement the frame gets in the way.
The newer maps are bigger than the older ones so ceilings and walls behind you are less of an issue.
Then there's cosmetics that get in the way like wings, capes, shoulderpads, etc, which I avoid for that reason.
In first person we can also see the guns better, some of them have fancy firing and reloading animations that are barely enjoyed because they're far forward and obscured by the frame.
I'm not sure why they would need new/different animations for firstperson @Pakaku, they would work the same but without being moved around... and yes on reloads there would be floating magazines but that's part of the charm and why it fits with WF 1999 =)12 minutes ago, Birdframe_Prime said:This did come up and DE basically said that implementing this would take too much time and be too disorienting for the majority of players.
The Evolution Engine is currently not able to provide a first-person mode that is to a standard DE are willing to try using.
::Edit:: (And this is from the company that introduced a rogue-lite mode that's so janky that people are complaining about it ever since. So you know that it's mega-jank beyond comprehension.)
As much as we might want this, DE aren't prepared to do the work as-yet. They will announce if they're going to try it. Other than that, though, the answer is 'we've heard your feedback and we're not going to be doing that'.
I know it would require a lot of work to do properly, which is why I'm not asking for a proper firstperson camera, that's why I'm even saying no hands.
I'm basically asking for a gimmick, similar to framefighter and such... but not a separate game mode, just an optional camera (ideally as a hotkey) in regular gameplay where it hides the frame/mech/operator/etc entirely, detaches the gun and sticks it to one side of the camera, and your camera gets placed N meters high.
Not following the head, not rolling with the frame.... as basic and oldschool as it can get xD edit: well and a FOV slider for it =) -
2 hours ago, Joezone619 said:
I just want First person mode for the entire game in general.
Oh I mean this for the entire game yes, not just for whatever WF1999 is =) It just makes sense to be released with it as it fits the theme.
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With Warframe 1999 to release some time in the future and the pains of 3rd person I think it would be very fitting to add a basic first person camera option (to the entire game) where you only see the weapon.
No hands, no frame, no fancy camera animations... would be very much like Quake with the speed we're going in this game xD
EDIT: to clarify the expectations:- This would be a very jank, akin to a game mod. And that's the whole point, a gimmick to spice things up. It won't be for everyone and that's fine.
- The frame/operator/mech/etc is completely gone, maybe even offset so we don't see any particle effects from it.
- The camera is identical to 3rd person just without the offset from the character center but with a small offset upwards depending if crouch/slide, that results in a basic firstperson camera.
- No special motion to the camera when doing acrobatics like bulletjump, rolling, etc.
- The weapon is detached from the character and glued to the camera, any animations that work are ok, any that don't are also ok even if that results in melee being static props.
- A FOV slider for this camera mode to alleviate motion sickness (low FOV is the bane of FPS)
- A hotkey to change to/from it in realtime.
And if it's very popular it could be improved later, or left as-is, either way I'm going to use it a lot, not just for the combat but also seeing the levels and enemies from a new perspective. -
I did have it inverted before update, that might explain the difference in results =)
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Welp this is awkward, I dunno what I was pressing before.
I tried it again now to make a video and it works fine 😅 sorry for wasting your time :( -
Steps to repro:
1. Make tap/hold = inverted for Vauban
2. In any mission with Vauban, hold 4th ability to spawn a lifting stasis field (bastille?)
3. Try to collapse the existing bastille into a vortex, I tried hold, tap, none seem to want to do it.
Prior to Dante Unbound I also played with inverted and got muscle memory to tap 2 for mines and hold 4 for vortex, now I still do that so I accidentally summon a stasis field which is annoying when I can't get rid of it :( -
I did only one today and saw it not giving mod so I went here to report =)
I can provide log if necessary.
For now screenshots:
That was the lit up thing and it had an interactive, it just didn't drop anything when I did that.
Then I remembered the F6 thing and I screenshot'd a few rooms after, here's the data from it:
Quote/Lotus/Levels/Proc/Orokin/OrokinMoonExterminate/bcERSqJtRsW1NIACkUShFpi2Q-QXBCZgOAQUUAA.lp Z: /Lotus/Levels/OrokinMoon/MoonConPlus01 P: 64, -7.9, -78 H:79 Log: 7644.300
But it sounds like ALL of them don't drop anything xD
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Please see
6 hours ago, [DE]Megan said:Prism - Remove damage scaling based on environmental lighting.
What was the original scaling based on light?
6 hours ago, [DE]Megan said:The red Conduit is now yellow to better prompt visual clarity between the icons and Demolysts.
The white and blue are also hard to differentiate between themselves especially on the held one... can the white be green or the blue one be a more saturated blue instead of that faded out blue?
- 4
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In Devshorts 9 it was said about Loki, Octavia, Ash, etc invisibility being customizable.
However, any frame can become invisible from teammates, gear items, arcanes, companions, archwing, and probably more too.
Will we get to customize all frames' invisibility, and if so can we get some global way to affect all of them (like a slider to decide percentage invisible) ? :}
- 6
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How much briefly we talking about for Negation Armor?
My concern is in places like SP circuit where no amount of health will help, and that's probably the only place I'm gonna use him onwards =)
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5 hours ago, [DE]Saske said:
Hey Tenno! The "Y" keyboard binding canceling a mission vote was intentionally removed in Abyss of Dagath: Update 34, but it was sadly missed from the patch notes. We updated the patch notes to reflect this change:
Can you guys please remove force-voting too then? I only see it being used to grief. Or only allow it in squads where everyone was invited but even then when we do relic openings people had forced vote and made things complicated where we had to abort mission and etc.
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This is so poorly presented by the game, for example the Clavatus Zarr skin occasionally throws a little firework, but it's not mentioned anywhere.
Are there any other lunar skins that provide a different sound for firing and/or special effect?
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Please fix whatever this attack is, it dealt 26k damage in the narmer hunt:
Quote17:37:18 - <Grineer System> killed by 25,971 damage at 24,558 health from a Narmer Butcher using a PNWNarmerMaskPowerSuit
And we of course lost the mission, what the Kuva Hek xD
Like I get that it's supposed to be difficult but c'mon a single unit can just destroy it in a single hit is a bit too much... especially when it's rare like this, I played these narmer ones each week since they released and this is the first time this happened. Also this is how you get boring runs where people aggressively CC enemies with slow/grab/etc :(
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This is is with oberon prime's default energy color:
Before this I had white+skyblue which was too bright, then I tried black+skyblue which was almost the same as the image above, it just does not allow us to control transparency, making it very painful for everyone in the squad.
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On 2022-12-06 at 9:27 PM, [DE]Megan said:
Note the RAM value while you're playing for moments when the number jumps above 3,000MB (ie: 3GB) -- if it starts to climb toward 4GB you've hit the bug!
Wouldn't this be much easier for the game itself to monitor? Then you can log everything you think it might be to file and ask players for that. And that list of things it logs can change over updates to narrow down the source(s).
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On 2024-01-21 at 4:13 PM, (PSN)Shaun-T-Wilson said:
your asking why a premade squad require all member to unlock SP for SP content? or are you saying why do you need to unlock SP to play SP content?
You can do standard fissures to unlock relics if a member hasnt unlocked SP, so they arent locked out for prime farming?
All that is answered in the first post, including the last sentence.
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It's just an awful experience, caused frustration and wasted time from how it's handled by the game too.
So I wanted to play relics to get newest primes, checked fissures and saw that Lith only had fast modes on SP, posted on recruit chat and people asked for invite, so I did and picked the SP node.
At no point did the game tell me that a player in the squad does not have SP unlocked and that they cannot play, it allowed them to put a relic and then they simply got erased during loading and a random player joined. This is just badly handled, it should prevent starting the vote just like it does in sorties with weapon restrictions and etc.
That just resulted in wasting everyone's time, we had to abort then invite them back and play mobile defense, overall doing it 3x slower than the sabotage mission... and for what purpose?
Now that I know this, it would be icky to require players to have SP unlocked to join for prime unlocking, so instead I'm just going to simplify my life and avoid SP fissures, shelving them next to railjack fissures but for different reasons xD- 4
Not getting Disruption rewards after host migration
in Mission Specific
Posted · Edited by HunterDigi
Can't tell if it's visual only, after we extracted it showed 2 extra relics, but I don't know how many I had before xD
The first image is during the mission which was at start of round 7 (so we needed to have 6 rewards), host left during round 5 (hence it stuck at 4 rewards).
https://imgur.com/a/2DsPb48