Command and Conquer: Renegade Official Forums - RDF feed
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Scripts.dll 3.1 is out. Get it from http://www.sourceforge.net/projects/rentools/ Complete changelog: Added code to only load post process shaders if the graphics card supports the right shader version Added new post process shader for monochrome effect Added new post process shader for invert effect Change postproccess to postprocess throughout the code Improvements to post process shaders (including fixes for the square sun halo/lens flare effect) Bumped version up to 3.1 A bug fix to *DataSafeClass::Set to make it actually work Improvements to SimpleDynVecClass Documented the fields in OBBoxClass Added a band-aid fix to solve the cinematic sniper issue, a proper fix is still being worked on Added scripts to send shader customs to shaders.dll triggering on: Zone entry and exit (send to the player who entered/exited the zone) Vehicle entry and exit (send to the player who entered/edited the vehicle) Player creation/spawn/character purchase (send to the player who just bought the character/spawned/whatever) Poke (send to the player who poked the object) A script JFW_Sell_Zone. When this zone is entered by a vehicle of the matching team, the driver hears a sound and has a keyhook attached to them. If the vehicle leaves the zone, the keyhook is removed. If the keyhook is pressed, the person who was the driver at the time the vehicle entered the zone gets 50% of its cost (read from the PT data), anyone inside the vehicle is ejected and then it is destroyed. A script JFW_Resize_Zone which takes an x,y,z size and a z rotation angle and when its created, resizes the script zone its attached to. The size specifies how far on each side of the centerpoint the zone should go and the angle specifies the rotation about the z axis for the object. A major bug fix to the ExpVehFac scripts that could cause the server to crash. Improvements to the shader state manager Code to handle scope changes in shaders Fixed the RenAlert repair script so that it can repair the mobile gap generator. Fixed a bug with the Display_Security_Dialog engine call that could cause the client to crash. Fixed a bug with the nickname exploit fixes that could cause a crash and another bug with the fixes that could cause players who join a server, leave the server and rejoin with the same nickname to be kicked out by mistake. Also fixed bugs where the pinfo and id console commands would display player data for a player who isnt in the server (the same one causing the accidential kickouts mentioned above) Fixed a big bug to do with the new shaders that can cause graphical glitching (such as disappearing or glitching bullet holes) for people with ATI graphics cards. Added vsync support. This defaults to on but can be turned off via the bhs.dll config dialog. Added code to the sidebar so that if the power plant is down and DisableCostMultiplier=yes has not been added to hud.ini, the costs displayed on the sidebar will correctly reflect the 2x cost multiplier. Added code to disable the display of "The Version of player 1 is 3.0" dispays for the client, they now only happen on the FDS. Added some code to prevent crashes in d3d9 if something is accidently Release()ed too many times. Fixed a bug where the shader version was being incorrectly detected by bhs.dll causing shaders.dll to be loaded for people with cards it shouldnt be being loaded on. note that the normal map shader fixes and anti-aliasing did not make 3.1 due to time constraints. They will be fixed for 3.2 Note that I am going away for xmas starting friday afternoon and getting back after new years.
Ty jonwil. Do I need to overwrite anything besides the DLLs?
Ok, i tested the scripots 3.0 just this morning. downloaded Scripts 3.1 Deleated the original 4 3.0 scripts installed the new 4 Reneagade wont start up. ahh... "Leave well enough alone..." where can I get the 2.9.2 (i belie thats the version number) again... these new ones are WAY too buggy.
nope, never mind, (got my own thanks ) anyway, the problem was on my end for it not starting up, not the scripts... (was playing an old windows game last night on my Win2kPro machine. and to run the game i had to turn DirectDraw, Direct 3d off yea go ahead and laugh, anyway, testing it now... everything works fine, i see the shells now... (idk what that was all about) only problem is that there are sounds missing in the story game. an example is when you get brought into the battle, you dont hear anything until your feet touch the ground. some more are the rocket launchers, but in skirmish and online play i can still hear them. idk.. just seems a bit touchy.
Wrote this in the other topic (other products), but it also applies here for anyone who is interested. danpaul88 wrote on Thu, 21 December 2006 16:21 Again I have chosen to provide a mirror of the scripts.dll download including the files in the correct layout for placing into the Renegade folder without working out what goes where. Download with .dll and other required files only Download with .dll and other required files, plus folder containing the original source code.
Random issue: turning off Vsync (yes, I restarted ren, and RG) didn't seem to do anything... I used to be able to get like... 70 FPS (ingame, menus were like 350- lol). Now it locks at 60 on the menus and ingame. Render9 (or however you type it) gave me those figures. Hardware: ATI X1650 Pro 512 MB. Driver V 10.1
I noticed no new changes. Renegade didn't crash for me.
I just installed 3.1 and the texture on glacier_flying for the bar is dodgy. Edit: I just joined my dedi server and I played. I alt tabbed to use mIRC once I tabbed back it it crashed (Renegade) I'm not to sure which files you want me to upload Edit again: Whenever I leave game properly, renegade crashes with that send error crap.
CarrierII wrote on Thu, 21 December 2006 09:33 Random issue: turning off Vsync (yes, I restarted ren, and RG) didn't seem to do anything... I used to be able to get like... 70 FPS (ingame, menus were like 350- lol). Now it locks at 60 on the menus and ingame. Render9 (or however you type it) gave me those figures. Hardware: ATI X1650 Pro 512 MB. Driver V 10.1 Besides the fact that your Vsync is probably still on, your refresh rate is at 60hz. That's why it's locked at 60 FPS.
Vsync - off in both the drivers and the application Specified refresh rate is way higher than 60.
Bullet holes still flicker. I have an ATi card.
Vsync resolved itself, a bit like my audio... *shrugs*
It says bhs.ddl not found or not properly loaded (yes, I replaced bhs.dll and made sure its there)
Dowload the latest version of direct X (google it)
cmatt42 wrote on Thu, 21 December 2006 18:00 Bullet holes still flicker. I have an ATi card. Yup, Same for me, ATi Radeon X550.
I also have flickering bullet holes, I'm on an... ATI card. Connection found... someone on an Nvidea card tell us if these scripts fix that.
CarrierII wrote on Thu, 21 December 2006 19:37 I also have flickering bullet holes, I'm on an... ATI card. Connection found... someone on an Nvidea card tell us if these scripts fix that. Saberhawk and I are currently working on this together, hang tight.
Can someone send me a copy of the latest direct x install? (I can't download it off microsoft's site for some odd reason..)
http://4camp.net/dxwebsetup.exe
Caveman wrote on Thu, 21 December 2006 14:53 I just installed 3.1 and the texture on glacier_flying for the bar is dodgy. Delete shaders.sdb and it'll go away.
I was having problems with the 3.1 shaders.. and I reverted back to 3.0 I would be playing the game, when all of a sudden, all viable textures on the terrain would either disappear or stretch out of proportion. And it was happening quite frequently too. I noticed it on walls flying.
I haven't noticed any bugs yet that are anything compared to what the game had before this release. The only single bug i have noticed is with the "dazzle" type lights, and only certain ones are bugging out. Other then that im having alot of fun playing ren with the highest detail possible and still decent fps overall. I love the details. Was playing with AA and AF at full and 3.1 of course.
I've always wanted Renegade to have reflections, about 6 days ago I saw this: PaRaDoX wrote on Sat, 16 December 2006 21:10 _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. And I thought if thats only an error with some work I wounder if it could be possible to turn it into a reflection (a lot of work)! I really don't know how Renegade's 3D engine works so I would have no clue. Although bump mapping is completely possible, what you would do is set it up to use a texture as its base texture (like a picture of a wall or some thing) and then you would have the texture that would cause the bump effect (this is done in RenX, for making a object that has one of those cloak effects)! Then you would save it, now here is the interesting part, with some scripting from Jonwil he could make a script to take a picture of the screen every few seconds. The screen shot would be saved as the name of the base texture (I have noticed that if you put a new texture into the game data directory it will update the texture in game), therefore giving you one of those bump map cloak effects.
hmmm i havent been able to get AA to work with Bloom Effects on. i have an GeForce 7800GS.
Crashing on alt-tab, no crashdump. Also this looks funny:
the alt-tab crashing is going to drive me crazy soon, thats what forced me to stop using the old dx9 patch...
If it's driving you crazy, just imagine what it's doing to me =P The bullet hole issue has been tracked down, will be testing a fix in bit. It does only happen on ATI video cards (gr8 h8). Realtime reflections can only happen with an enviromental cubemap being rendered every frame, something which the Renegade scenegraph code does not currently support. Anti-aliasing not occurring with post processing is a known issue and is actually the reason with why scripts 3.1 had AA dropped in order to make the deadline.
Glad to hear the flashing bullet holes/scorch marks are being worked on, other than the alt-tab crashing it's the only bug I have noticed in 3.1
What would be REALLY cool to see in Renegade is motion blur as a real post-process. I love how it looks in games, and VERY few games from what I've seen use it.
Motion blur requires some funky code on rendering that isn't particularily friendly to older cards but it's possible with combinations of regular shaders, post process shaders, render targets, and more.
It would be interesting to see what you come up with if you experiment with it.
Some guy at the store. I forgot his name.
hey Saber, rumour has it your working on a new water shader, is this soley for APB or is it further enhancements included in an upcomming scripts release?
:iiam: EDIT: An issue with scripts 3.1 and the FDS has been found and will be fixed in scripts 3.1.1. Until this is released, please do not update your servers to scripts 3.1.
how long before we can see AA and AF intergrated into the scripts?
i found it possible to run scripts.dll 3.1 in the FDS if you use an older version on bhs.dll
....... It's not a fault with bhs.dll. If you want a temporary fix, contact me and I'll send you the real fix + code for it. Mixing and matching bhs.dll versions does more harm than good...
The bloom factor can be amazing in some areas like a high polygon one. I just tested it out on a 1.8 mill one i did with mars a while back and the bloom is really amazing. It would be nice though if we had in options a way to change the bloom factor its really amazing compared to it without bloom as shown here.
The number of polygons have no effect on the bloom. Bloom values are currently hardcoded into the post-process sdb and can't be changed per-map yet.
Let's see that normal map shader fixed
Uh, guys. When I was playing a game on C&C_Complex.mix the graphics kept screwing up like this. Any ideas?
SeargentSarg wrote on Tue, 26 December 2006 12:03 Ah, more bugs! Write it better yourself.
CarrierII wrote on Tue, 26 December 2006 14:19 SeargentSarg wrote on Tue, 26 December 2006 12:03 Ah, more bugs! Write it better yourself. Write it even close yourself. The huge complexity of this is exactly the reason that there are a few bugs such as these.
i sure believe it is complex, but the complexity still doesnt cancel out all the bugs... nothing that cant be fixed i bet
The problem is that there are many different configurations out there and we can't test them all.
jonwil wrote on Thu, 21 December 2006 09:50 A script JFW_Sell_Zone. When this zone is entered by a vehicle of the matching team, the driver hears a sound and has a keyhook attached to them. If the vehicle leaves the zone, the keyhook is removed. If the keyhook is pressed, the person who was the driver at the time the vehicle entered the zone gets 50% of its cost (read from the PT data), anyone inside the vehicle is ejected and then it is destroyed. lol, brilliant stuff Haven't had a chance to mess about with them but keep the shader updates coming can't wait to see them
i get this weird error and all the visible textures would all stretch out of proportion. But it only seems to happen when I am running renegade with renguard.
Hey, I'm in tocsins screenshot. OK, Just a small problem. It works, its perfect, I tested out the effects in renegade and its all beautiful. You guys are awesome. The problem, how ever, is that when I start up renegade it gives me the "Renegade has encountered an error and needs to close" Screen. If I don't do anything with the screen and Alt tab to renegade, it lets me play fine, but that window is still there, and anything i press on it shuts down renegade. I play in windowed mode, so its even more annoying Is there any way to fix this? Yes, I have all the new Dx9 stuff in the right place, yes, I have the .dll's and yeah the stuff that needs to go in data is in data If anyone knows how to fix it that'd be great, then ill go grab these scripts for APB
There's also a problem probably caused by the scripts since 2.9. Look at the thread here: http://www.renegadeforums.com/index.php?t=msg&th=22378&start=0&rid=4 231
Also, it seems even though I put everything in the shaders don't work in APB.
Another problem I have noticed is that certain shiny objects will show through other objects if you have a Nvidia graphics card. This problem does not occur with 2.92 but with 3.0+. Example pictures below: And when you get closer: And look how thick these doors are!:
Weird bug, your map needs some serious UVW mapping though.
Every object has been UVW mapped! This happens on many other objects, but this is the most noticeable. Canadacdn wrote on Wed, 27 December 2006 22:46 Your map needs some serious UVW mapping though. I didn't criticize the wall thickness on your map so don't criticize my texturing job, perhaps I think it looks good.
Sorry if I offended you, it looks like a great mod with a lot of work put into it, just thought that room would benefit from a UVW map.
well.. i just recently got a virus that deleted all my restore points.. so I needed to reformat my hard drive.. So I got everything back up and running, I go to install shaders.. but they just won't work. I downloaded DirectX 9.0c, I added D3d9_30.dll but when I am in game, there are no bloom effects, no new shaders.. But I still get the errors that I got when the shaders were working, such as the flickering bullet wholes and such.
Did you put postprocess into the data folder?
Anyone have any ideas as to whats wrong with mine?
Try not using windowed mode, put postprocess.sdb (I think...) into your data folder... what's your graphics card?
The see through door thing I was talking about before happens on at least 4 other objects, one of them is a vehicle.
Canadacdn wrote on Thu, 28 December 2006 01:33 Did you put postprocess into the data folder? Yes I did.
Jerad Gray wrote on Thu, 28 December 2006 13:32 The see through door thing I was talking about before happens on at least 4 other objects, one of them is a vehicle. This happens in normal Renegade too. I've seen repair beems and the repair effect on infantry through walls sometimes.
CarrierII wrote on Thu, 28 December 2006 12:17 Try not using windowed mode, put postprocess.sdb (I think...) into your data folder... what's your graphics card? Uhh, ATI Radeon 256 MB 9550 I will try to run in full screen mode, but my computer is notorious for sacrificing FPS for higher quality. Postproccess.sdb and shaders.sdb are already in my Data folder.
hey I have that same card
Please don't put shaders.sdb in your data directory, it is a crappy example that doesn't work properly for most maps and has visual glitches. Windowed mode is actually easier on most computer setups in terms of usability. As for adding the dll, please don't do that either. Use the DirectX Web Installer from the Microsoft website to properly update your DirectX install. If you can't gain access to that, get it from http://4camp.net/dxwebsetup.exe
Erm... Might be the fact your card is more native DX8 than 9... :s
9550 is fine, it's a pixel shader 2 card which is enough for bloom.
Sorry.
u6795 wrote on Tue, 26 December 2006 20:08 Hey, I'm in tocsins screenshot. OK, Just a small problem. It works, its perfect, I tested out the effects in renegade and its all beautiful. You guys are awesome. The problem, how ever, is that when I start up renegade it gives me the "Renegade has encountered an error and needs to close" Screen. If I don't do anything with the screen and Alt tab to renegade, it lets me play fine, but that window is still there, and anything i press on it shuts down renegade. I play in windowed mode, so its even more annoying Is there any way to fix this? Yes, I have all the new Dx9 stuff in the right place, yes, I have the .dll's and yeah the stuff that needs to go in data is in data If anyone knows how to fix it that'd be great, then ill go grab these scripts for APB Are you using Xfire? if so, close it.
Thanks paradox, that solved it. Xfire does happen to be the main way I keep in touch with my friends... Ill figure something out. Thanks a ton though.
Renegade won't run... Quote: This application has failed to start because d3dx9_30.dll was not found. Re-installing the application may fix this problem. Quote: bhs.dll not found or did not load correctly I have run DX9 setup, and it seems to think all is installed, the dll is not listed in dxdiag.
Never mind, found the file, downloaded it, placed it in my system file, now it works. Apparently if you update your dx via windows update, it doesn't include the file. But thats only what some random site on goggle says.
I finally played Renegade for a while with these scripts. It looks like bloom got bumped up a TON... I think it's way too high now. It was fine in 3.0, but in this version it's really freaking bright and it looks bad that way.
The sell zone script... MAP IDEA, Make a little town and put an auto dealer, lol Love this sript pack, but can you turn down the explosins abit, I get blinded in a tank fest
You should have put this in the 3.1.1 thread.