Command and Conquer: Renegade Official Forums - RDF feed
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
After a lot of work, scripts.dll 3.0 is finally out. Get it from http://www.sourceforge.net/projects/rentools/ Final changelog for scripts.dll 3.0 Migrated everything up to Visual C++ .NET 2005 Fixed the messagebox displayed if scripts.dll cant find a function in bhs.dll to display the correct message. Fixed the "bhs.dll didnt load" and "scripts2.dll didnt load" messageboxs to display the correct message. Fixed the "bhs.dll version mismatch" messagebox to display the correct message. Increased the version to 3.0 new hook to detect players leaving the game new engine call to display the "you dont have the required security to access this terminal" dialog for a given player. new engine call to send a number to shaders.dll (e.g. to trigger or turn off a given post process shader effect) for a given player JFW_Cinematic_Attack_Command (clone of M00_Cinematic_Attack_Command_DLS) JFW_Cinematic (clone of Test_Cinematic) JFW_Cinematic_Kill_Object (clone of M00_Cinematic_Kill_Object_DAY) JFW_Reflect_Custom_Delay (this script will send any message it recieves back to whatever object sent it with a delay) JFW_Radar_Jammer (script to disable the radar when a "jammer" unit is close to the radar dome) JFW_Sonar_Pulse (script for a sonar pulse) JFW_Global_Stealth_Controller (scripts based off the gap generator scripts intended for use as a stealth generator by e.g. reborn) JFW_Stealth_Generator_Building (scripts based off the gap generator scripts intended for use as a stealth generator by e.g. reborn) JFW_Stealth_Generator_Vehicle (scripts based off the gap generator scripts intended for use as a stealth generator by e.g. reborn) JFW_Stealth_Generator_Ignored (scripts based off the gap generator scripts intended for use as a stealth generator by e.g. reborn) There is one script for a global controler, one for a stealth generator building, one for a mobile stealth generator vehicle and one that goes on stuff that should not be made stealth (such as stealth tanks) JFW_Sidebar_Key_2 (script to display the sidebar when a key is pressed) JFW_Sidebar_PT (triggers the sidebar when poked) JFW_2D_Sound_Startup (script to play a 2D sound on startup) JFW_Time_Remaining_Sounds (script to play 2D sounds to indicate time remaining in the game) JFW_Vehicle_Lock (script to manage vehicle locking including theft by spies) A small bug fix to JFW_Nod_Turret A small bug fix to JFW_Nod_Obelisk A small bug fix to JFW_Advanced_Guard_Tower_Missile A small bug fix to JFW_Advanced_Guard_Tower_Gun JFW_Disable_Loiter (clone of M00_Disable_Loiter_DAY) JFW_InnateIsStationary (clone of M00_InnateIsStationary) JFW_Generic_Conv (clone of M00_Generic_Conv_DME) JFW_Disable_Hibernation (clone of M07_Disable_Hibernation) JFW_Radar_Spy_Zone (script to cover putting a spy in the enemy radar dome/com center and having the radar come back on if yours is gone) JFW_2D_Sound_Zone_Team (plays a 2D sound for a team after a timer has expired) JFW_Repair_Zone_2 (script for a repair zone that costs money) JFW_Infantry_Force_Composition_Zone (script to display enemy infantry composition for the spy) JFW_Vehicle_Force_Composition_Zone (script to display enemy vehicle composition for the spy) Kamuix_Death_Team_Win (new script by Kamuix) Kamuix_Kill_Change (new script by Kamuix) MDB_Set_Ammo_Granted_Weapon_On_Pickup (new script by WhiteDragon to set ammo on pickup) MDB_Set_Ammo_Current_Weapon_On_Pickup (new script by WhiteDragon to set ammo on pickup) MDB_Set_Ammo_On_Pickup (new script by WhiteDragon to set ammo on pickup) RA_Vehicle_Regen (script to handle vehicle regeneration) RA_Thief (script for a thief) RA_Credit_Theft_Zone (script for a thief) RA_DestroyNearest_OnDeath (script to destroy the nearest instance of a preset when the object with it attached is killed) RA_Ore_Truck (script for a player controled ore truck) RA_Ore_Field (script for a player controled ore truck) RA_Ore_Delivery_Zone (script for a player controled ore truck) RA_Vehicle_Team_Set (script to make a vehicle remain owned by the team for a little while when the driver gets out) RA_Vehicle_Team_Timer (script to make a vehicle remain owned by the team for a little while when the driver gets out) RA_Visible_Driver (makes a person model show up in a vehicle when someone is inside it) RA_Vision_Control (controls vision such as Set_Screen_Fade_Opacity and Set_Screen_Fade_Color and fog) RA_Fog_Level_Settings (controls fog settings for the level) SH_Spawn_Difficulty (script to spawn a different object depending on the current difficulty level) RA_Global_Gap_Controller (scripts for a gap generator) RA_Gap_Generator_Building (scripts for a gap generator) RA_Gap_Generator_Vehicle (scripts for a gap generator) RA_Gap_Generator_Ignored (scripts for a gap generator) There is one script for a global controler, one for a gap generator building, one for a mobile gap generator vehicle and one that goes on stuff that should not be cloaked (such as phase tanks if they get implemented) Changes to the ExpVehFac scripts to send a custom to the vehicle letting the vehicle know who its owner is (only if its flying or naval, ground is handled elsewhere) void Destroy_Connection(int PlayerID); //Drop a player from the game by cutting off their network link Fixes to a few engine calls (e.g. memory leak fixes and changes to go through the new class clones) Removal of the GetMaxPlayerID engine call (it was broken and didnt work) Removal of the Change_String engine call (now that we have a proper implementation of StringClass, you can use StringClass::Operator= instead FileClass *Get_Data_File(const char *file); //Open a file using the mix file opening logic void Close_Data_File(FileClass *file); //Close a file that was opened with Get_Data_File bool Is_Unit_In_Range(const char *preset,float range,Vector3 location,int team); //Is the given unit type in range of a location void Set_Ladder_Points(int PlayerID,int amount); //Set the ladder points of a player void Set_Rung(int PlayerID,int amount); //Set the rung of a player int Get_Current_Weapon_Style(GameObject *obj); //Get weapon style for an objects current gun int Get_Position_Weapon_Style(GameObject *obj,int position); //Get weapon style for an objects gun at a specific position int Get_Weapon_Style(GameObject *obj,const char *weapon); //Get weapon style for a specific gun (if the object doesnt have the gun, return is zero) const char *Get_Powerup_Weapon_By_Obj(GameObject *Powerup); //Get the name of a powerup weapon given a PowerupGameObj void Disable_Preset_By_Name(unsigned int Team,const char *Name); //Disable a preset by name void Disable_Enlisted_By_Name(unsigned int Team,const char *Name); //Disable an enlisted unit by name void Create_Effect_All_Of_Preset(const char *object,const char *preset,float ZAdjust,bool ZSet); //Create an object above all objects of a given preset, also set the facing to match the object its being created over. float Steal_Team_Credits(float percentage, int team); //Steal credits from a team GameObject *Find_Nearest_Preset(Vector3 position, const char* preset); //find the nearest preset GameObject *Find_Random_Preset(const char* preset, int min, int max); //find a random preset void Ranged_Stealth_On_Team(Gap_ListNode* FirstNode); //Apply stealth to all units in the range of this on the relavent team void Send_Custom_All_Players(int message,GameObject *sender,int team); //send a custom to all players void Ranged_Gap_Effect(Gap_ListNode* FirstNode); //apply gap effect to all units of a team within a range AmmoDefinitionClass *Get_Weapon_Ammo_Definition(const char *weapon,bool PrimaryFire); //Get the AmmoDefinitionClass of a weapon given its preset name AmmoDefinitionClass *Get_Current_Weapon_Ammo_Definition(GameObject *obj,bool PrimaryFire); //Get the AmmoDefinitionClass of an objects current weapon AmmoDefinitionClass *Get_Position_Weapon_Ammo_Definition(GameObject *obj,int position,bool PrimaryFire); //Get the AmmoDefinitionClass of an objects weapon at tbe specified position WeaponDefinitionClass *Get_Weapon_Definition(const char *weapon); //Get the WeaponDefinitionClass of a weapon given its preset name WeaponDefinitionClass *Get_Current_Weapon_Definition(GameObject *obj); //Get the WeaponDefinitionClass of an objects current weapon WeaponDefinitionClass *Get_Position_Weapon_Definition(GameObject *obj,int position); //Get the WeaponDefinitionClass of an objects weapon at the specified position ExplosionDefinitionClass *Get_Explosion(const char *explosion); //Get the ExplosionDefinitionClass of an explosion given its preset name const char *Get_Translated_Definition_Name(const char *preset); //Get the translated name string for a preset name const wchar_t *CharToWideChar(const char *str); //convert a char to a wide char A small change to ActionParamsStruct A fix to the definition of Get_Sync_Time A complete clone of StringClass A complete clone of ChunkLoadClass A complete clone of ChunkSaveClass Definitions of the remaining unknowns in cGameData A complete clone of WideStringClass A clone of FileClass A clone of FileFactoryClass A clone of ReferenceableClass A clone of ReferencerClass A clone of PlayerDataClass Updates to the clone of NetworkObjectClass A clone of Matrix4 A clone of ChunkHeader A clone of MicroChunkHeader A clone of IOVector2Struct A clone of IOVector3Struct A clone of IOVector4Struct A clone of IOQuaternionStruct A clone of RefCountClass A clone of BaseGameObjDef A clone of BaseGameObj A clone of ScriptableGameObjDef A clone of AudioCallbackClass A clone of ScriptableGameObj A clone of TransitionGameObjDef A clone of TransitionGameObj A clone of DamageZoneGameObjDef A clone of DamageZoneGameObj A clone of ScriptZoneGameObjDef A clone of ScriptZoneGameObj A clone of DefenceObjectDefClass A clone of DamageableGameObjDef A clone of DefenceObjectClass A clone of DamageableGameObj A clone of cPlayer A clone of Vector2 A clone of RectClass A clone of AmmoDefinitionClass A clone of WeaponDefinitionClass A clone of MuzzleFlashClass A clone of WeaponClass A clone of ExplosionDefinitionClass A new dll, shaders.dll that provides hooks into the rendering engine to allow for custom shaders (all the stuff below applies to shaders.dll): Definition of ProgrammableShaderClass, the base class for all custom shaders Definition of the shader factory system used to register custom shaders Definition of ShaderManagerClass, the class that manages all the loaded custom shaders (loads shader database files, unloads shader database files etc) Definition of the base exported shaders.dll functions: Release_Resources (called when the device is released or reset) Reload_Resources (called after the device is reset) Render (called to do actual rendering) MapLoaded (called on map load) MapUnloaded (called on map unload) FrameStart (called on frame start) FrameEnd (called on frame end before UI is drawn) ScopeTrigger (called when scope is triggered or closed) ScopeChange (called when scope is changed) ShaderSet (called when set through engine call in bhs.dll, used to allow scripts to trigger specific stuff in shaders.dll) New funcionality (in bhs.dll and shaders.dll) that overrides the drawing of most in-game meshes to add Tangent and Binormal data to them. A series of engine calls (some copied from engine.h/engine.cpp) for shaders to use. A clone of ShaderClass A clone of several enums that apply to ShaderClass A clone of the WW3DFormat enum A clone of enums that apply to TextureClass and VertexMaterialClass A clone of TextureMapperClass A clone of FVFInfoClass A clone of VertexBufferClass A clone of IndexBufferClass A clone of Vector4 A clone of VertexMaterialClass A clone of TextureClass A clone of RenderStateStruct A clone of DX8Caps A clone of VertexBufferLockClass A clone of VertexBufferClass::WriteLockClass A clone of VertexBufferClass::AppendLockClass A clone of DX8VertexBufferClass A clone of VertexFormatXYZNDUV2 A clone of SortingVertexBufferClass extern unsigned int *render_state_changed; //Which render states are to be updated, uses ChangedStates enum extern RenderStateStruct *render_state; //Current render state extern myIDirect3DDevice8 **Direct3DDevice; //Current Direct3D8 Device extern IDirect3DDevice9 *Direct3DDevice9; //Current Direct3D9 Device extern myIDirect3D8 **Direct3D; //Current Direct3D Interface unsigned long CRC_Memory(const unsigned char *data,unsigned long length,unsigned long crc); //Calculate the CRC of a block of memory void TextureInitialize(unsigned int stage); //initialize and load a current state texture if it hasnt already been loaded void TextureInitialize2(TextureClass *t); //initialize and load a texture if it hasnt already been loaded void Draw(unsigned int primitive_type, unsigned short start_index, unsigned short polygon_count, unsigned short min_vertex_index, unsigned short vertex_count); //Call this to do the normal rendering pipe void Buffers_Apply(); //Apply the vertex and index buffers bool Texture_Exists(char *texturename); //Does a texture exist TextureClass *_stdcall Load_Texture(const char *path,MipCountType mip,WW3DFormat format, bool IsCompressionAllowed); //Load a texture extern myIDirect3DTexture8 **Textures; //Pointers for current IDirect3DTexture interfaces extern unsigned int *SyncTime; //Current sync time extern bool *TexturingEnabled; //Is texturing enabled extern DX8Caps *CurrentCaps; //Current caps bits extern D3DCOLOR *AmbientColor; //current ambient color void _stdcall Free_Texture(TextureClass *texture); //Free a texture ShaderCaps, a class to retrieve capabilities relavent to shaders. extern unsigned int *MinTextureFilters; //texture filter values extern unsigned int *MagTextureFilters; //texture filter values extern unsigned int *MipMapFilters; //texture filter values extern unsigned int *RenderStates; //Current render states extern D3DMATERIAL9 *DefaultMaterial; //default material structure extern bool *CurrentDX8LightEnables; //current light enables Vector4 *GetColorVector4(D3DCOLOR *color); //Converts a D3DCOLOR into a Vector4 extern unsigned int *ActiveDialog; //If this is non zero, there is a dialog on the screen otherwise there is no dialog on the screen Matrix4* Get_Projection_Matrix(); //Get the projection matrix void Set_Texture_Stage_State(DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value); //Set a Texture Stage State Type void Set_Render_State(D3DRENDERSTATETYPE State,DWORD Value); //Set a Render State Type void Set_Light(int pos,D3DLIGHT8 *light); //Set a Light void Draw_Skin(char *fvfcc); //draw skin models void Draw_Rigid(char *fvfcc,char *MeshClass); //draw rigid models extern unsigned int *_PolygonCullMode; //current polygon culling mode extern ShaderCaps* TheShaderCaps; //ShaderCaps pointer extern D3DPRESENT_PARAMETERS8 *parameters; //Presentation Parameters passed to CreateDevice and Reset Vector3 *Get_Sky_Color(); //Get the current sky color unsigned int Get_Registry_Int(const char *entry,int defaultvalue); //Get an int value from the renegade registry key DWORD Get_Render_State(D3DRENDERSTATETYPE State); //Get a render state Vector3 *GetColorVector3(D3DCOLOR *color); //Converts a D3DCOLOR into a Vector3 Vector3 *GetColorVector3(D3DCOLORVALUE *color); //Converts a D3DCOLORVALUE into a Vector3 A new class RenderQuadClass for drawing textured quads on the screen extern RenderQuadClass *RenderQuad; // Textured Quad Drawing Class; Classes and implementation for a Glow Shader including the shader database editor implementation so you can create this shader in a shader database plus shader code for the shader Classes and implementation for a Glass Shader including the shader database editor implementation so you can create this shader in a shader database plus shader code for the shader and some sample textures you can use Classes and implementation for an Offset Map Shader including the shader database editor implementation so you can create this shader in a shader database plus shader code for the shader Classes and implementation for a do nothing shader that is applied to objects that dont have any other shader applied and that passes through to the fixed function pipeline Definition of the base, controler and rendering classes for post process shaders Classes and implementation for a post process shader that takes no parameters Classes and implementation for a tone map post process shader Classes and implementation for a bloom post process shader Classes and implementation for a bright pass post process shader Examples (shader database and textures) for the example shaders A new tool, the shader database editor. This edits shader databases. Base implementation of the shader database editor, including resources Definition of engine calls required for the shader database editor. Definition of EditorShaderClass, the base classe for the editor components of a shader Definition of the shader factory system used to register custom shaders in the editor Definition of EditorShaderManagerClass which manages shaders (loads and saves databases etc) in the editor Definition of the base and controler classes for post process shaders in the editor Changes to the way renegade detects video cards so that it will detect more video cards (especially newer ones that arent detected by the old code). Also, it will correctly detect more video card driver versions. Plus, if you have a newer NVIDIA card, it will enable and use DXT1 (whereas the old renegade code would disable it). There is a new feature, d3d9. This consists of a dll called d3d9.dll that changes renegade so it talks to Direct3D9 instead of Direct3D8. This replaces scorpio9a's old RenD3D9 (without the fancy options rend3d9 has and without the bugs rend3d9 has). This is a required part of scripts.dll, not using d3d8.dll (or using any other d3d8.dll such as scorpio9a's dll) will probobly lead to crashes. This includes a feature whereby the size of the shadow texture is increased which leads to shadows that look better in game. new console command VIEW that displays a dialog box containing a w3d file with an animation (similar to what the encyclopedia displays in SP). new console command HUD that disables or enables the HUD. A change to the way the player list is iterated (should fix the issues with some players not being displayed by the ID and PINFO console commands) Cleanups to the way I patch memory that make applying patches and such easier and cleaner Cleanups to bhs.dll as a result of the new class clones Changes to how VehicleOwnershipDisable works so that when its enabled, it sends a custom to the vehicle letting the vehicle know who its owner is New hud.ini keywords MenuHiliteColor to change the color you see when you mouse over a menu control. MerchandiseTextColor for the color on a purchase button ListColumnColor for changing the color for list controls Removal of the StealthRenderState hud.ini keywords (which were broken and are made obsolete by shaders.dll anyway) New keywords to give the sidebar seperate purchase sounds for refill, infantry and vehicles New hud.ini keyword to change what registry key the renegade update/patching code reads the version number from New hud.ini keyword WeaponImageVisibleNonVehicle that disables the display of the weapon icon when you are not in a vehicle (i.e. you see the steering wheel, gun and seat icons but not the weapon icon) New hud.ini keyword WeaponVisibleNonVehicle that disables the display of the weapon name when you are not in a vehicle (i.e. you see the vehicle name but not any weapon name) New feature to make the radar map rotate when you have a texture as the background (i.e. an overhead view texture of the map you are on) New feature so that the per-map settings that apply to the radar map can be specified through an ini file named <mapname.ini> (e.g. C&C_Islands.ini) A fix from Black-Intel for the "vehicles getting stuck near ladders" problem The Black-Intel wall lag fix A change so that ::Created is called for C4 objects A change so that the windows FDS doesnt try to write into the registry "RunOnce" key anymore. A change so that the HUD is not affected by Set_Screen_Fade_Color or Set_Screen_Fade_Opacity anymore. The black-intel turret lag fix. A change to the edit box so that ctrl-x, ctrl-c and ctrl-v work for cut, copy and paste. Cleanups/new info for the following classes: DialogControlClass Render2DClass Render2DSentenceClass ButtonCtrlClass MerchandiseCtrlClass ImageCtrlClass ListIconMgrClas ScrollBarCtrlClass ListCtrlClass DialogBaseClass PopupDlgClass Definitions of: ListEntryClass ListColumnClass ListRowClass AABoxClass ViewerCtrlClass InputCtrlClass IMECandidateCtrlClass EditCtrlClass MenuEntryCtrlClass CheckBoxCtrlClass HealthBarCtrlClass DropDownEntry DropDownCtrlClass ComboBoxCtrlClass DialogTextClass ChildDialogClass A new dialog to configure bhs.dll features, it configures the following: Client chat log enabled Screenshot format High quality shadows enabled Shader rendering enabled Also, it configures the extended keys.cfg keys in the way that keycfg.exe does. However, you cant add keys to the list, only change the keys already in keys.cfg. If you wish to add keys to the list, edit keys.cfg manually or use keycfg.exe Hooks in bhs.dll to call shaders.dll Changes to crashdump.txt to dump: If appropriate, the current map, mod package, player count and time remaining The CRC32 of all modules (not just a few) With scripts.dll 3.0, you MUST put the d3d8.dll in your renegade folder along with bhs.dll, scripts.dll and shaders.dll. Not doing so (either on the client or the FDS) WILL cause problems. Using any other d3d8.dll (such as rend3d9) other than the one in this zip file WILL cause problems. The reason 3.0 took a lot longer than I expected is because Saberhawk did not do what he was supposed to do fast enough. Had he not messed around so much, 3.0 could have been out by now and 3.1 could have been in mid stage development. Several deadlines for 3.0 came and went and he continued to mess about and not do what he was supposed to do.
This is great news
huzzah! player controlled harvies
renegade wont work with 3.0, says "bhs.dll not found or didn't load correctly" in the readme, you said that if I got that error, I should look for dllload.txt, well I have it and this is what it says: bhs.dll failed to load, error = 126 bhs.dll failed to load, error = 126 bhs.dll failed to load, error = 126 bhs.dll failed to load, error = 126 bhs.dll failed to load, error = 126 bhs.dll failed to load, error = 126 bhs.dll failed to load, error = 126 (I tried multiple times as you can see)
Someone has been busy. Very busy. Great work Now, go get some sleep
Yes, that's because you didn't read what jonwil wrote. You have to copy all 4 dll files into your renegade folder !
I copied everything in the zip into my renegade folder.. EVERYTHING yes... scripts.dll, bhs.dll, shaders.dll, d3d8.dll
Really top notch work Jonwil, just great. The menu option makes configuring the keys easier and more conveinent. The new scripts are useful, and the high quality shadows look wonderful. Although, it is time for a more user-friendly scripts.dll installation. I don't like wading through the dozens of readmes to install some files, the readme is out of date and I didn't know to install all the .dll files first. You really should make an installshield application to just install the scripts and other essential files, and have a seperate file that contains all the readmes and other info.
So AA/AF is not enabled in this? Why wouldn't you just make it so your d3d9 system can't just be disabled?
Ah awesome, looking forward to seeing what I can do with 3.0.
I tend to put a .dll file only zip on lmsbc.com for client downloads, but the domain is offline at the moment so I won't be able to yet.... Good work jonwil, can't wait to try out some of the new features
"With scripts.dll 3.0, you MUST put the d3d8.dll in your renegade folder along with bhs.dll, scripts.dll and shaders.dll." <-- did that "bhs.dll failed to load, error = 126" <-- result
That means bhs.dll is not in your renegade folder (don't put the files into your data folder).
For anyone who would prefer not to download all the source code I have uploaded a zip containing the .dll files only, which also includes scripts2.dll, so that you dont have to worry about renaming files if this is the first time you are installing a custom scripts.dll http://www.lmsbc.com/html_new/downloads.php?download=36
All the people getting that error should install this: http://www.microsoft.com/downloads/details.aspx?FamilyId=9226A611-62FE-4F61-ABA1 -914185249413&displaylang=en 3.0 requires d3dx9_30.dll which is included in that redistributable. (or if you dont want to install that you can google for d3dx9_30.dll and find that somewhere instead). I forgot that 3.0 requires that d3dx dll, for the next release (e.g. 994, 3.1 or whatever, I will include the proper microsoft redistributable piece that installs d3dx9_30.dll)
nice work
You can download the D3DX9_30.dll file here: http://www.dll-files.com/dllindex/dll-files.shtml?d3dx9_30
jonwil wrote on Thu, 14 December 2006 06:29 All the people getting that error should install this: http://www.microsoft.com/downloads/details.aspx?FamilyId=9226A611-62FE-4F61-ABA1 -914185249413&displaylang=en 3.0 requires d3dx9_30.dll which is included in that redistributable. (or if you dont want to install that you can google for d3dx9_30.dll and find that somewhere instead). I forgot that 3.0 requires that d3dx dll, for the next release (e.g. 994, 3.1 or whatever, I will include the proper microsoft redistributable piece that installs d3dx9_30.dll) Ahh I just realized.. recently I did a system restore, so I forgot to reinstall it Edit, ok I installed it now I am getting a different error: "Scripts2.dll not found or did not load correctly" scripts2.dll failed to load, error = 1001 Yes I took the old scripts and renamed it Scripts2.dll but I am still getting the error..
You took an old custom scripts.dll and renamed it to scripts2.dll? You only rename scripts.dll to scripts2.dll the FIRST time you install a custom scripts.dll
Lol @ that, ok no problem thanks EDIT: OMG WOW, everything looks so great! Hey, to everyone who downloaded my map dust_storm_Redux_V2, play it with the new shaders.dll WOW I don't like to brag.. but it looks amazing! (for those of you who don't have the missing stuff)
What the hell is this crap? This release brings a shitload of bugs and problems into the game. For example, decals have suddenly gotten violent and start z-fights for no reason, as shown by these screenshots: (I move the camera ever so slightly) No imagine that flickering for all decals (bullets, scorch marks etc...) hundreds of times as I move around. Annoying as fuck. I did however notice the bloom: (The bloom is roughly where I'm aiming) No... wait. I moved my camera and it's gone again. Again, popping in and out of existance. So lets look at sdbedit.exe. I open it up, add a post processing shader with default settings, save and close. I open up Renegade and this happens: WOAH SUPER AWESOME GRAFICKS!!!!!!! Okay.. So obviously the default settings must be screwed up so I open up the .sdb file but wait... where the hell have the shaders I made go? Great.. so now I can't delete them and revert back to working settings. All this at the low-low cost of just a ~50% frame rate hit... I'm not against the idea of having shader support in Renegade, it's just a tad annoying that someone would release something that works like shit and is very unstable. Couldn't you have worked these bugs out before you released it?
I like the ability to changed the key configuration in game. But I did notice that the script Reborn_MMK2_Turret has been changed, I like it on the warthog. but I'm going to have to redo the bosses in Renhalo now, because some of the turrets need to be attach (and have the same facing) as the object that they are attached to, so I guess I will have to make a new script, unless the JFW_Turret script will do this? And I thought you said we would be able to change the fog color?
OK, after playing around in renegade a bit, I noticed a few problems. Some textures are like.. gone and that WW logo texture is REALLY Bright and makes it look weird. And another problem was that scorch marks and explosion marks have clipping errors with the terrain. They like flicker back and forth between the terrain's ground and the mark. Kind of annoying to look at, but other than that, everything works great.
http://www.black-cell.net/~pub/havoc9826/Game%202006-12-14%2016-00-50-18.jpg http://www.black-cell.net/~pub/havoc9826/Game%202006-12-14%2015-57-46-01.wmv It seems it happened only with both Mobiuses on GDI (3rd person only), and not with GDI Petrova. It also happened with Nod Petrova (3rd person only) and the LCG (faster rate of horizontal movement, 1st person only), and the Chem Trooper and Initiate (slowest movement, 1st person only).
Dan: Adding a post process shader with no valid fragments will cause issues with the post processing code producing effects like that. Bloom was turned down considerably for the example scripts 3.0 release as to work without much performance impact on older hardware, such as the NVIDIA FX series. Post process shaders will NOT work in shaders.sdb currently, they have postproccess.sdb. z-fighting should not be occuring with decals especially because they use the original fixed function rendering code. I'm sorry that this code isn't particularly friendly to new people, you can just imagine how unfriendly it was to me and jonwil!!! havoc9826: Will look into that issue.
Uh what the hell? The menu images and stuff are also gone. Only the text can be seen. When I turn shaders off Renegade goes back to normal. Another abnormal thingy:
The complexity of 90% of these "features" ensure only the 5 people here know what they are, let alone what they do. The other 2 can pick up the rest. You're now introducing more problems than solutions. There are things that should never be made accesable to the public. I could lie to you and say I think you're doing a great service. But knowing that they have access to the d3d device scares the shit out of me. What the Hell are you thinking?
you guys should slap a disclamer on the shader thing... "do not use if you don't know what a shader is" cause some people (like myself) will destroy the game for themselves.
vloktboky wrote on Thu, 14 December 2006 20:49 The complexity of 90% of these "features" ensure only the 5 people here know what they are, let alone what they do. The other 2 can pick up the rest. You're now introducing more problems than solutions. There are things that should never be made accesable to the public. I could lie to you and say I think you're doing a great service. But knowing that they have access to the d3d device scares the shit out of me. What the Hell are you thinking? Wow, it takes no time at all to find the device. And if they are incompetent enough to not find it via assembly, they can just as simply google for a direct3d proxy. Or for the way to hook Direct3d calls.
I havent changed anything on the Reborn_MMK2_Turret script.
Any child can find a piece of glass to play with. That doesn't excuse you for handing it to them. It's a cruddy analogy, but it serves its purpose. If your mission for this project is still to offer people tools with which to build their ideas on top of this game, that noise you hear is the shoulder. Look, if you are going to put so much focus on shader implementation, help them make/put them in the game. Your current means have the impression of you throwing them into the lion's den. And the above cries enforce that. Don't try to dismiss this garbage like it's no big deal. If you want to be a phony, go to town. But don't bring these people with you. Let them play their games. I don't know what you think, but that is sort of the whole point of them running Renegade.exe. Saberhawk: fix problems. Don't introduce them. Damn it, that's first grade shit. Hide it and aid them with special procedures and arguments. If you had taken the time to do that in the first place, you may not be seeing so many unhappy faces.
havoc9826 wrote on Thu, 14 December 2006 19:42 http://www.black-cell.net/~pub/havoc9826/Game%202006-12-14%2016-00-50-18.jpg http://www.black-cell.net/~pub/havoc9826/Game%202006-12-14%2015-57-46-01.wmv It seems it happened only with both Mobiuses on GDI (3rd person only), and not with GDI Petrova. It also happened with Nod Petrova (3rd person only) and the LCG (faster rate of horizontal movement, 1st person only), and the Chem Trooper and Initiate (slowest movement, 1st person only). that happens to my reticle on mesa 85% of the time..
I have had no problems at all on any of my computers with this, except the turrets that I have attached to vehicles are acting funny. Did they change anything that might effect this when they were doing the turret fixes?
Yeah, I get a lot of z-fights now also. On every map I play on, in fact. What the shit? The screenshot feature also has problems. When I hit print screen to take a shot, the screen freezes for about 2 seconds, and when I am playing in windowed mode (always) it takes a picture of the entire desktop, not just Renegade. Also, things like the lights on lampposts in single player do not show up, instead they appear as faintly transparent white boxes.
When I was going through my campaign earlier, I had a y-fight (this usually appeared on client side computers, but never the host, but sure as heck it was appearing on the host now to)! And the only other problem is that some transparent objects show through nontransparent objects. But I love the new shadows !!!!
I am not having many problems with this at all. The only single bug i have is flickering graphics which seem to happen only in heavy alpha blended areas. The bullet marks dont flicker if you run your graphics card on full i have found. I would say it makes renegade look by far the best it ever has, so i am happy with it. Bugs there is always a way to fix, so atleast we have a start. The shadows i never remember them being so real and actually cast when they are supposed to. The overall detail is amazing. Pics i got
Perhaps screen resolution is a factor with the flickering graphics?
Is this HDR? It looks a bit like HDR but shaders is off. Oh can someone post an image of what the sky bloom looks like? One last thing: scripts 3.0 also screws my APB when I turn shaders on.
My Renegade won't even boot up, it loads to a temporary black screen (since i disabled intro vids) and then back to the desktop. I think i'll be going back to 2.9.2 untill you actually start doing something about these bugs. PS: Adding the d3d8.dll file with 2.9.2 will give you the 'cool' shadows. Shaders will not since there's a peice of code to stop people using different bhs.dll's with scripts.dll, now that code is in shaders.dll but not d3d8.dll so you can still get the shadows (not sure about bloom, never checked).
Using the d3d8.dll from 3.0 with 2.9.2 may well break stuff. If that happens, dont come crying to me
I've been using it since i got them from paradox and nothing has happend at all (nothing bad anyway)
Any crashes, upload the crashdump.txt and the sysinfo.txt. That means you Mero. As for various graphical glitches, contact me via email, MSN or AIM. My MSN and email address is saberhawk@4camp.net and my AIM screename is saberhawkapb.
it's always uncool to criticize amazing work... but here i go lets start at the beginning. First of all i took me a little while to figure out where to put wich file and wich files were unneeded when youre not into coding. eventually i got it right, but im also in for a noob friendly installer like application. You could argue that if you dont know how to use it you don't deserve to use it, but an installer is more convenient for everyone (/most of us). on to ingame, the moment of exitement: the game seems to randomly crash at mapload sometimes. I would guess it happens about 10% of the time for me. I don't have to twiddle with any settings, when i try to load it again, it works. This happens both with and without shaders. So i start out in front of a glowing terminal, look around a bit, and stare at all the cool glowing stuff. Since i like everything that glows and looks pimp, this is awesome. im confirming havoc9826's scrolling dazzle problem. not just the standard map dazzles are scrolling, but also headlights i made up with a custom dazzle.ini On some maps (of the few maps i tested Under shows it the most obvious) overbrightening causes a red bloom on the terrain. While driving away from blooming objects, the bloom doesn't fade out, but flicker out. The further you go away, the less Hz. Eventually reaching 0. (My adventure continued, to the nod base) the obi seems to have some difficulties aiming, after the 3rd try he finally got it right . Interesting detail might be the fact that at the second shot i noticed black smoke comming from the invisible obelisk's gun controller at top. No screenshot of that tho... Inside the HON, some shader responsible for reflection effect seems to be messed up a little. Its like some old tv on snow mode. It does this at a rate of like 20 hz and every now and then it gets a frame right. After this fired some bullets against a wall, and didn't get any Z problems. YAY Also i wonder what defines wich surface gets the pimped out glow effect? I noticed my sbh skin gets overruled by the default skin, wich gets bloom applied. Is the bloom/gloom/glow/whatever related to thr EDGE vertex material in the W3D tools? I totally lost track of my post now, so ill stop. This is what i found out in my 1st 10 minutes of testrunning, so i wouldnt be surprised if more bugs would pop up. If those bugs get ironed out, ill provide everyone with cookies. Once again, tnx for the hard work [edit:minor cosmetic update]
Lol, I d/led the scripts, but didn't install them because I have a strange premonition about new versions of things and bugs, so I read through the forum, and found, well, some complaints, most of them complaining about stuff I don't even know what it is, so I think for now I'll just stick with 2.90 or 2.9.2, watever I got, until some stuff is fixed, cuz I mean, I really do appreciate you're trying to revamp a decreasingly popular game, but I'd rather have it just plain work than try to increase the look while risking bugs. So update me when bugs are fixed, and then I'll considering checkin out 3.0
Slave wrote on Fri, 15 December 2006 23:19 *cut* the obi seems to have some difficulties aiming, after the 3rd try he finally got it right . Interesting detail might be the fact that at the second shot i noticed black smoke comming from the invisible obelisk's gun controller at top. No screenshot of that tho... *cut* If you are using this dll to host a game (lan or on wol, without fds) then you might experience this.
What file is edited to change the bloom ammount ? Can anyone point me to the correct file so i could try increasing or decreasing the ammount? Tad confused on which file would be the one as many of the files have code for the shaders. I just want to change the reflectivity etc.
This might be useful... The scrolling dazzles seem to go in perfect sync with the standard stealth effect. As soon as something stealthy is on your screen, the scroll'n'roll starts. Even the sun, wohoo... Also, in adition to my previous post, the pipeing of the obelisk clips off way too realy. When you're about 35 meters away from it, it dissapears. Thats about it, oh yeah whitedragon, thanks for telling
Im not whitedragon
SlikRik19 wrote on Fri, 15 December 2006 16:34 Lol, I d/led the scripts, but didn't install them because I have a strange premonition about new versions of things and bugs, so I read through the forum, and found, well, some complaints, most of them complaining about stuff I don't even know what it is, so I think for now I'll just stick with 2.90 or 2.9.2, watever I got, until some stuff is fixed, cuz I mean, I really do appreciate you're trying to revamp a decreasingly popular game, but I'd rather have it just plain work than try to increase the look while risking bugs. So update me when bugs are fixed, and then I'll considering checkin out 3.0 Wrong way to think about things. If you download it now and find any issues, we will have them fixed for you.
What happens when someone who wants to update to 3.0 only has a DX8 capable card?
Renx wrote on Fri, 15 December 2006 22:19 What happens when someone who wants to update to 3.0 only has a DX8 capable card? that person shouldn't install shaders.dll
Even if the card is only a "DX8" card or whatever, DX9 should still run on it but without any of the fancy features (which 3.0 will not use if the graphics card cant support them).
EvilWhiteDragon wrote on Fri, 15 December 2006 16:01 Slave wrote on Fri, 15 December 2006 23:19 *cut* the obi seems to have some difficulties aiming, after the 3rd try he finally got it right . Interesting detail might be the fact that at the second shot i noticed black smoke comming from the invisible obelisk's gun controller at top. No screenshot of that tho... *cut* If you are using this dll to host a game (lan or on wol, without fds) then you might experience this. I hate to say this but this happened last night when I was playing multiplayer practice, it only missed once but it was way off.
Alt-tabbing will cause a crash, each and every time for me. Also noticed at one point I was able to see certain effects through walls. Like the shaders on the MCT and the repair effect on players. I only noticed this in one game so far.
renx, do the crashes you get when alt-tabbing generate a crashdump.txt? If so, please post it here. Also, post your sysinfo.txt.
The obelisk targeting bug having to do with the turret lag fix has been fixed and will probably be implemented in 3.1. It is only a problem for games hosted by game(2).exe instead of a fds. On fds hosted games you will only see the obelisk miss you, but it will still do damage.
jonwil wrote on Fri, 15 December 2006 23:34 Even if the card is only a "DX8" card or whatever, DX9 should still run on it but without any of the fancy features (which 3.0 will not use if the graphics card cant support them). Look, I have a sucky graphics card , which I think obviously can't support the shaders(it lags on the best setting for the original renegade), but since you said that 3.0 won't use the fancy features if the graphics card can't support it, why does my rene not even load? If you need the log files, I will try my rene again with 3.0 and tell u what the log files contain, I am back to 2.9.2 for now. Also, if you want me to put 3.0 and test it again, pls tell me what to put in and what to remove at the end! Cause I did not know what to remove, cause there were simply toooo many files and I had to reinstall rene. My specs: Intel Extreme Graphics (Intergrated with up to 64mb) 512mb ram 2.4ghz pentium 4 processor And the usual Windows XP Home Edition SP2
saberhawk wrote on Fri, 15 December 2006 21:19 SlikRik19 wrote on Fri, 15 December 2006 16:34 Lol, I d/led the scripts, but didn't install them because I have a strange premonition about new versions of things and bugs, so I read through the forum, and found, well, some complaints, most of them complaining about stuff I don't even know what it is, so I think for now I'll just stick with 2.90 or 2.9.2, watever I got, until some stuff is fixed, cuz I mean, I really do appreciate you're trying to revamp a decreasingly popular game, but I'd rather have it just plain work than try to increase the look while risking bugs. So update me when bugs are fixed, and then I'll considering checkin out 3.0 Wrong way to think about things. If you download it now and find any issues, we will have them fixed for you. Well then if you want me to think "ok lemme go mess up one of my favorite games then "try" and describe the problems," I don't think that's gonna happen. I'm just saying, when new things come out, like scripts for Ren, which in my own personal experience have a small history of bugs or something malfunctioning, I generally like to check up on it before installing it. So I did, and I'm finding out lots of people have bugs. So rather than try it myself, have it not work, and try and describe that not working to you, which because of my experience and limited knowledge will probably not help you, I'd rather just see other people's problems fixed first, and maybe that fix will cover me. Plus at the moment, I'm in no need of any kind of Ren fixing, at least not for my needs, meaning 2.9 is perfectly suitable for me. Again, jonwil or whoever else worked on them, I'm not tryin to dis your scripts, just sayin fix em up and I'll check em out.
TSS888 wrote on Sat, 16 December 2006 09:21 jonwil wrote on Fri, 15 December 2006 23:34 Even if the card is only a "DX8" card or whatever, DX9 should still run on it but without any of the fancy features (which 3.0 will not use if the graphics card cant support them). Look, I have a sucky graphics card , which I think obviously can't support the shaders(it lags on the best setting for the original renegade), but since you said that 3.0 won't use the fancy features if the graphics card can't support it, why does my rene not even load? If you need the log files, I will try my rene again with 3.0 and tell u what the log files contain, I am back to 2.9.2 for now. Also, if you want me to put 3.0 and test it again, pls tell me what to put in and what to remove at the end! Cause I did not know what to remove, cause there were simply toooo many files and I had to reinstall rene. My specs: Intel Extreme Graphics (Intergrated with up to 64mb) 512mb ram 2.4ghz pentium 4 processor And the usual Windows XP Home Edition SP2 Here, these are the files you put in the Renegade folder. One is for 2.92 Two are for 3.00
SlikRik19 wrote on Sat, 16 December 2006 12:43 saberhawk wrote on Fri, 15 December 2006 21:19 SlikRik19 wrote on Fri, 15 December 2006 16:34 Lol, I d/led the scripts, but didn't install them because I have a strange premonition about new versions of things and bugs, so I read through the forum, and found, well, some complaints, most of them complaining about stuff I don't even know what it is, so I think for now I'll just stick with 2.90 or 2.9.2, watever I got, until some stuff is fixed, cuz I mean, I really do appreciate you're trying to revamp a decreasingly popular game, but I'd rather have it just plain work than try to increase the look while risking bugs. So update me when bugs are fixed, and then I'll considering checkin out 3.0 Wrong way to think about things. If you download it now and find any issues, we will have them fixed for you. Well then if you want me to think "ok lemme go mess up one of my favorite games then "try" and describe the problems," I don't think that's gonna happen. I'm just saying, when new things come out, like scripts for Ren, which in my own personal experience have a small history of bugs or something malfunctioning, I generally like to check up on it before installing it. So I did, and I'm finding out lots of people have bugs. So rather than try it myself, have it not work, and try and describe that not working to you, which because of my experience and limited knowledge will probably not help you, I'd rather just see other people's problems fixed first, and maybe that fix will cover me. Plus at the moment, I'm in no need of any kind of Ren fixing, at least not for my needs, meaning 2.9 is perfectly suitable for me. Again, jonwil or whoever else worked on them, I'm not tryin to dis your scripts, just sayin fix em up and I'll check em out. No one is (should be) forcing you to use Scripts.dll 3.0. There are some of us (myself included) that believe that all the graphics "enhancements" (shaders, d3d9, etc) that Scripts.dll 3.0 has included are completely and utterly unneeded. I cannot stress that enough. Nonetheless, they are here, and therefore, they need to be tested.
jonwil wrote on Sat, 16 December 2006 04:34 renx, do the crashes you get when alt-tabbing generate a crashdump.txt? If so, please post it here. Also, post your sysinfo.txt. It does not
I haven't heard of other people having this issue, well not so much an issue, but just a bug... (Honestly, it looks sort of cool ingame.) On the map RA_HostileWaters_1 when I'm in a submarine and when I get the camera at certain angles, it gives me a ghost image of the submarine and the map around it. Like so: I can recreate it in LAN, but I can't make it happen on RA_shallowgrave, so I think it's something to do with the map (combination of fog and the water effect, perhaps) I've got an nVidia Geforce 7800 GTX and I have the latest drivers installed.
jonwill88 wrote on Thu, 14 December 2006 05:26 All the people getting that error should install this: http://www.microsoft.com/downloads/details.aspx?FamilyId=9226A611-62FE-4F61-ABA1 -914185249413&displaylang=en 3.0 requires d3dx9_30.dll which is included in that redistributable. (or if you dont want to install that you can google for d3dx9_30.dll and find that somewhere instead). I forgot that 3.0 requires that d3dx dll, for the next release (e.g. 994, 3.1 or whatever, I will include the proper microsoft redistributable piece that installs d3dx9_30.dll) Does this mean that those of us running DX10 can't use Scripts 3.0? Or does the .DLL just go in the Renegade folder? I'm confused.
basicly, if you dont already have D3DX9_30.dll on your system, you need to install it from somewhere.
Yes! Wonderful, that worked. Thanks jon. Let it be known that anyone using Vista needs to install d3dx9_30.dll to their Windows > system directory. Also, I haven't noticed any bugs other than the drunken-obelisk thing. And the flickering bullet-holes. Although, My bullet holes are smiley faces, and the flickering actually makes then look better, in a way. Other than that, I haven't noticed anything wrong, but I'm not exactly looking for bugs, those are just what I've seen everyday gameplay. And yeah, I run Vista RC1 Build: 5600 [32-bit].
Renx, I have no idea why alt-tab is crashing for you. Is it crashing for anyone else?
I noticed that 3.0 adds new sounds in the buildings, the newscasts in the Hand of Nod are cool. Sadly, I am getting this a lot when I start up Renegade, and will have to restart for it to look normal again. I think I will uninstall 3.0 for now, the extra features are nice, but it is too buggy. In my opinion, scripts.dll 3.0 is a step in the right direction...with about a mile to go.
_ToXiN_ wrote on Sat, 16 December 2006 18:08 I haven't heard of other people having this issue, well not so much an issue, but just a bug... (Honestly, it looks sort of cool ingame.) On the map RA_HostileWaters_1 when I'm in a submarine and when I get the camera at certain angles, it gives me a ghost image of the submarine and the map around it. Like so: I can recreate it in LAN, but I can't make it happen on RA_shallowgrave, so I think it's something to do with the map (combination of fog and the water effect, perhaps) I've got an nVidia Geforce 7800 GTX and I have the latest drivers installed. That is a post possessing error. disable it and it'll work right.
3.0 really messes with the sniper view in cinematics. Like for example, if the camera fades the sniper reticle and stuff in the movie still stay in. And if you end a movie in sniper view, you will spend the rest of the game with a messed up zoom. This is a MUST fix (beings it used to work in Renegade it probably should be reset)!
Can you confirm that this problem has only just started in 3.0? Also, can you post a working example that shows this problem?
jonwil wrote on Sat, 16 December 2006 20:45 Renx, I have no idea why alt-tab is crashing for you. Is it crashing for anyone else? It isn't crashing me, BUT I remember when I had that other patch that used d3d9 and made renegade run Directx9.0c that when ever I would minimize the game, it would crash. It has something to do with my graphics card, because for others it worked fine. Maybe the same problem here?
I'd like a new command added for the next release. Basically want it the same as tmsg, except to make the user speak in all chat. and i would like cmsg to be written to renlog.
I might be able to provide video examples tomorrow, and yes it is only with 3.0, because I made the cinematics with 2.92. And it worked fine on all the test computers then, now it doesn't. But it will have to wait for after work.
I need to see actual cinematic .txt files so I can debug directly If you can make one that shows the bug (preferably with as little else in it as possible), that would really help me out.
I used to have the alt+tab crash too, it was related to a video card driver for me.
Okay you will need these two files to do it. And try it with scripts 2.92 in your Renegade folder, and then try it with 3.00 in the Renegade folder. It would be nice if the hole screen would flash in sniper mod. It will play automatically when the nod harvester is going to be dropped off.
One has been downloaded 4 times and the other 1 (Without the .w3d file it will crash)! These numbers should be the same.
That's a pretty cool cinematic, I'd like to know how to make one of those. But you are right, the zoom did get screwed up after it was finished.
Just got my renny back, looks awesome. Great work guys!
Canadacdn wrote on Sun, 17 December 2006 12:18 That's a pretty cool cinematic, I'd like to know how to make one of those. But you are right, the zoom did get screwed up after it was finished. And it only happens with 3.0! I wonder what happens to Renegade's Level 3 sniper movie!
someone said they wanted to see the sky bloom effect. Well I got the perfect map to test it on. My map, duststorm (use search) http://i27.photobucket.com/albums/c175/r315razor/Screen%20Shots/DSbloom.png
I forgot but what does normal pre 3.0 sun look like? Nice screenie by the way.
nopol10 wrote on Mon, 18 December 2006 09:50 I forgot but what does normal pre 3.0 sun look like? Nice screenie by the way. The pre-3.0 sun looks like this (Map: Islands):
bhs.dll not found or did not load correctly - it is in the correct place and its from 3.0 =/
sorry about the double post but theres seems to be no edit button on my post heres the error from dllload.txt bhs.dll failed to load, error = 126
Well.. new stuff installed.. everytime I try to start the game up, it just relaunchs the renguard window... never had this problem before. Anyway just to install all the new stuff without the shader crap?
Does this mean that this is bloom?
Fucking great, I cant even re-install the fucking game due to this.. gonna have to format my fucking xp drive.
Nightma12 wrote on Mon, 18 December 2006 12:57 sorry about the double post but theres seems to be no edit button on my post heres the error from dllload.txt bhs.dll failed to load, error = 126 Someone already posted what you need to download to get it working in this thread. http://www.dll-files.com/dllindex/dll-files.shtml?d3dx9_30
A suggestion, Jonwill, there would be a simple and easy method to make your scripts easy to install enough for most people who don't know a thing about shaders (including me) Just make folders like these in your archive: "Copy to Rene folder" "Copy to data folder" "Copy to XXXX folder" (if any) "Source files" "Readmes" I believe this would make everything much more simpler .
TSS888 wrote on Mon, 18 December 2006 21:04 A suggestion, Jonwill, there would be a simple and easy method to make your scripts easy to install enough for most people who don't know a thing about shaders (including me) Just make folders like these in your archive: "Copy to Rene folder" "Copy to data folder" "Copy to XXXX folder" (if any) "Source files" "Readmes" I believe this would make everything much more simpler . or simply make an installer..
I already brought this up, it should be in 3.1, which supposedly is coming out in a week. I can't believe we need a 3.1 already though.
Or just put the .dll files in the Renegade folder! That is all you have to do, unless you are going to modify Renegade.
Saberhawk said he is looking into making an installer for scripts.dll which would do all the needed things including installing d3dx9_30.dll as appropriate.
Also make a unstaller.exe that will remove all the added scripts.
I don't see how you guys are getting some many errors... =\ and yeah, it's buggy But it works