Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

TesserWract

7
Posts
1
Topics
A member registered Apr 09, 2014

Recent community posts

I'm confused by the Skewering modifier and Unbalance status effect, what's so significant about the FIRST Hit/Defend? Wouldn't that be equivalent to just discarding a Hit/Defend?

I mean the mech improvements derived from the skills (page 34). RAW it seems that you have to fabricated a new frame each time you level up in order for these new bonuses to apply.

Do the bonuses a mech receives from mech skills increase when leveling up or are they fixed at the time of the mech's creation?

The game looks awesome from the trailer and screenshots, but when I try to play the game I just get a pink screen with some low ambient noise in the background. I'm using laptop with an integrated Intel GPU and running the latest version of Ubuntu 18.04.

A fun little game though the character felt slippery to control. Maybe add a bit more friction when stopping and turning and it would feel perfect.

LoginId:bb5c7797421ce654b854f989ae3ec9c1

EpicAccountId:

LowLevelFatalError [File:Unknown] [Line: 3718] Failed to link program. Current total programs: 102, precompile: 0

ProjectBorealis_Win64_Shipping!FDebug::AssertFailed() [C:\UnrealEngine\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:417]
ProjectBorealis_Win64_Shipping!FOpenGLDynamicRHI::RHICreateBoundShaderState_OnThisThread() [C:\UnrealEngine\Engine\Source\Runtime\OpenGLDrv\Private\OpenGLShaders.cpp:3721]
ProjectBorealis_Win64_Shipping!FOpenGLDynamicRHI::RHICreateBoundShaderState_internal() [C:\UnrealEngine\Engine\Source\Runtime\OpenGLDrv\Public\OpenGLDrv.h:1031]
ProjectBorealis_Win64_Shipping!FOpenGLDynamicRHI::RHISetGraphicsPipelineState() [C:\UnrealEngine\Engine\Source\Runtime\OpenGLDrv\Public\OpenGLDrv.h:989]
ProjectBorealis_Win64_Shipping!FRHICommandListExecutor::ExecuteInner() [C:\UnrealEngine\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:577]
ProjectBorealis_Win64_Shipping!FRHICommandListBase::`scalar deleting destructor'()
ProjectBorealis_Win64_Shipping!FRHICommand<FRHICommandWaitForAndSubmitSubList>::ExecuteAndDestruct() [C:\UnrealEngine\Engine\Source\Runtime\RHI\Public\RHICommandList.h:633]
ProjectBorealis_Win64_Shipping!FRHICommandListExecutor::ExecuteInner() [C:\UnrealEngine\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:577]
ProjectBorealis_Win64_Shipping!FDynamicRHI::LockVertexBuffer_RenderThread() [C:\UnrealEngine\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1964]
ProjectBorealis_Win64_Shipping!FDeferredShadingSceneRenderer::ComputeLightGrid() [C:\UnrealEngine\Engine\Source\Runtime\Renderer\Private\LightGridInjection.cpp:655]
ProjectBorealis_Win64_Shipping!FDeferredShadingSceneRenderer::Render() [C:\UnrealEngine\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:863]
ProjectBorealis_Win64_Shipping!RenderViewFamily_RenderThread() [C:\UnrealEngine\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:2949]
ProjectBorealis_Win64_Shipping!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`20'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [C:\UnrealEngine\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:829]
ProjectBorealis_Win64_Shipping!FNamedTaskThread::ProcessTasksNamedThread() [C:\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:678]
ProjectBorealis_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit() [C:\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:575]
ProjectBorealis_Win64_Shipping!RenderingThreadMain() [C:\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:333]
ProjectBorealis_Win64_Shipping!FRenderingThread::Run() [C:\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:467]
ProjectBorealis_Win64_Shipping!FRunnableThreadWin::Run() [C:\UnrealEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:76]

I have tired every render mode and all of the reach the end except OpenGL (simple or not) which seems to crash right around entering the last room.