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C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Work is being resumed on scripts for Renegade
After lots of discussion internally (and some offers of help from the community) we at Tiberian Technologies have decided to resume work on scripts development for Renegade. Both Jerad2142 and WhiteDragon are going to be doing development on what will be known as "Scripts 4.2". This is also the scripts build that Tiberian Sun: Reborn is currently shipping. The following changes have been made to scripts 4.2 so far: Fix an issue where VehicleGameObj::Get_Vehicle_Name was not working properly Various fixes to Danpaul's dp88_* scripts Changes so that bandtest.dll no longer links to vfs.dll. (It was linking to it but not actually using it) The launcher still needs vfs.dll however. Improvements to the scripts documentation. Fixes to SH_UndergroundVehicle Fixes to JFW_Turret_Spawn_3 Fixes to JFW_Attack_Object/JFW_Attack_Location Fixes to MDB_Unit_Limit The following changes are being in the process of being back-ported from Scripts 5.0 to Scripts 4.2: Various small bug fixes and cleanups and improvements (that aren't really user visible) Fix an issue with JFW_Hijacker_Vehicle_2 Changes to be able to display text in lsdview/w3dviewer FPS display for lsdview and w3dviewer Improvements to Script Zones Fixes to how AI soldiers handle doors, elevators and ladders. Make lsdview restore last-used camera/window position on start Various small optimizations/changes that should provide small performance gains. Improve the way we enumate graphics devices Fix a crash that could occur with dazzles on shutdown Fix an issue with some text rendering code Fix window size for w3dviewer Enable dynamic shadows affecting dynamic objects Fix some issues with the settings under "Global Settings - General" in leveledit Change it so that the engine start sound for vehicles will override the engine off sound. Add "Default and Soldier only" collision group A fix for the delay that occurs when you exit the menu in skirmish mode (and a few other similar delays) Make the movie clips (startup video and mission videos) respect the value of the "cinematic" volume slider/checkbox. Fix various memory leaks Fix it so that Commands->Set_Radar_Blip_Color actually works across the network (Commands->Set_Radar_Blip_Shape already worked fine in 4.1, Commands->Set_Radar_Blip_Color would have worked except for a bug) Add a flag to soldiers so that you can stop a given infantry unit from being able to use the "refill" button on the sidebar (has no effect on the refill button on the PTs) Make Commands->Set_Is_Rendered work for all objects Further documentation changes An improvement to the dialog that reports d3dx9_blah.dll is missing A fix for JFW_Message_Send_Zone_Player Fixes to various scripts that had issues due to code that needed to convert between degrees and radians but was not doing that. Fix an issue with AI air units not properly straifing Restore brake lights to stock renegade behaviour Fix Ring and Sphere primitive code (this fixes the rings for the Ion Canon) Now is the time to report any bugs or make any feature requests for Scripts 4.2 to maximize the chance they will get fixed or implemented (we are NOT promising that anything you report will get fixed, just that we will consider it) At this time we do not require any more developers so do not ask if you can help with development as the answer is NO.
Re: Work is being resumed on scripts for Renegade
Renegade bugs I've noticed over the years: *Stage Mapping WSEnvironment (4.X+ specific) - As previously reported "WS Environment" is no longer a useful reflect map emulation. *Movie Crash (4.X+ specific) - The previously reported crash that happens in single player when it goes to load a movie (might only happen if all movies are in the movie folder and no cd is present). *Dazzle Flash - Most Noticeable when lots of dazzles are in the screen, dazzles will cause a bright flash the second they fade out as you move away from them (only applies to dazzles with a HistoryWeight=0.99. *AI and Ladders - Some times the AI herp derps and gets stuck in the middle of a ladder, because there is no pathfind zone for a ladder they stay stuck on that ladder. *Vehicle Turret Facing (2.9.X+ specific) - Vehicle turrets don't face forward if not being controlled by AI or a player, instead they aim at 0,0,0 of the map. *I've got others that I'm forgetting about, and I've also noticed some odd performance bugs that seem to deal with post processing, but its the 4th and I'm going to get some fireworks shot off, you can expect more bugs eventually, I just need some time (really need to replay through single player as that's a great resource for bug collecting).
It's nice to hear that work is continuing.
Is this the point where I mention building destroyed flag syncing or should I run away very quickly now?
This is the point where I tell you I have a plan to do it (since so many people seem to want it).
Knowing jonwil that means it will be done properly, not with the hacky solutions previously proposed by certain people.
Ok, a whole bunch of stuff has just been back-ported to 4.2. User (and modder) visible changes in 4.2 so far (compared to 4.1): New fields under "Global Options - C&C Mode Settings" in LE to allow mods to have separate "GDI EVA" and "Nod EVA" sounds for low power (so GDI EVA for GDI power going down, GDI EVA for Nod power going down, Nod EVA for GDI power going down and Nod EVA for Nod power going down) Various memory leak fixes New "Default and Soldier only" collision group that collides only with "Default", "Soldier" and "Soldier Ghost" Small speedups in a few places Improvements to the way we detect GPUs Dynamic shadows will now affect dynamic objects Eliminate the "lag" you get when you start a game or return from the menu in single player or skirmish. Make Commands->Set_Is_Rendered work over the network for everything (and not just vehicles) if the other player has a compatible scripts build. Fix it so that Commands->Set_Radar_Blip_Color actually works across the network (Commands->Set_Radar_Blip_Shape already worked fine in 4.1, Commands->Set_Radar_Blip_Color would have worked except for a bug) Make it so that bandtest.dll no longer links to vfs.dll (it didn't actually use vfs.dll so there is no point having it link to it, the launcher does need vfs.dll though) Change it so that the engine start sound for vehicles will override the engine off sound. Restore brake lights to the stock Renegade behavior. Make the movie clips (startup video and mission videos) respect the value of the "cinematic" volume slider/checkbox in the audio config. An improvement to the dialog that reports d3dx9_43.dll is missing. Fix AI air unit strafing Fix ring and sphere primitives (fixes ion canon rings) Fix single player movie crash Bump version number to 4.2 Add FPS display to lsdview and w3dviewer Make lsdview restore last-used camera/window position on start Fix a crash that could occur with dazzles on shutdown A fix for JFW_Message_Send_Zone_Player Fixes to various scripts that had issues due to code that needed to convert between degrees and radians but was not doing that. Further documentation changes Add a flag to soldiers in LE so that you can stop a given infantry unit from being able to use the "refill" button on the sidebar (has no effect on the refill button on the PTs) Fixes to how AI soldiers handle doors, elevators and ladders. Add purchase reports for vehicles in LE. This will play one of 2 sound/string combos (sound being set on the string in the string editor), either GDI or Nod depending on the player type of the player that the sound is being played for. Add a flag to vehicles in LE that determines if a vehicle can be repaired/sold (either by Repair Bay building controllers or by various repair/sell scripts) Add a string and color setting to LE for vehicles. If this is set, the relavent string will be displayed any time someone gets into the driver or gunner seat of the vehicle (this is intended for use if you e.g. have a vehicle which requires pressing a special key to activate a certain feature and you want to make sure players know to use that key) Improvements to dp88_ar_deployable_infantry Improvements to dp88_ore_miner Improvements to dp88_Ore_Field Improvements to dp88_RemoteControlConsole Improvements to dp88_AR_Prism_Tower Improvements to dp88_linkHealth Improvements to dp88_AR_Rocketeer (including playing the "engine off" sound when you transition out of flight mode) Improvements to dp88_AR_MirageTank (including making sure the engine isn't turned on if there is no driver) Improvements to dp88_buildingScripts_controller Improvements to dp88_AI_Objective Improvements to dp88_damageAnimation Improvements to dp88_conquestControlZone: Improvements to dp88_Ammo_Animation Various improvements to danpaul's veterancy logic Fix display of vehicle names in certain cases Improvements to JFW_Attack_Object Improvements to JFW_Attack_Location Improvements to JFW_Turret_Spawn_3 Improvements to MDB_Unit_Limit Improvements to SH_UndergroundVehicle
Nice to see some more people taking over the reigns on such a project.. Very glad with the choice on new devs
*AI Kills no longer count (4.x Bug) - Prior to 4.x kills by AI players (as well as deaths) counted toward the team (only applied to humans vehicles were not counted). *Vehicle weapon string not working for map strings - As previously reported, vehicle weapon strings aren't showing up, the fix was made in the 5.0 branch, but I don't know if we back ported it to 4.2. Improvement Request: Not only should AI Kills be counted toward the team, but the team should also gain score from them. In addition, any vehicle that is unoccupied should have its kills counted for the team (as well as score). This would be a points fix, currently if the obby, guard tower, or turrets kill someone no points are given to that team, not only does this cheat the team out of points, but if the unit is able to retreat before being killed the enemy team can repair the unit, thus giving them even more points, this is a definite exploit on any points victory game.
Just wondering if where at all any way possible to have per map camera ini's? Would help with having custom cameras for new units.. Sometimes it can be a pain to use stock Renegade camera profiles..
Mauler wrote on Sat, 05 July 2014 13:33 Just wondering if where at all any way possible to have per map camera ini's? Would help with having custom cameras for new units.. Sometimes it can be a pain to use stock Renegade camera profiles.. Yeah. This would be great. Also a global package list that loads for every map would be nice to have in the TT.cfg. I wrote a Perl script that auto generated a definition for every package in my ttfs for my tt.cfg. But it still leaves the issue where if someone sets the next Map to the full map name rather than the definition name, not all of the packages are loaded. This already exists for the objects file. Ideally it would have two different fields. One for packages loaded before the map specific packages and one that loads after the map specific packages.
Going through the bugs/requests from this thread: WSEnvironment should be fixable. Movie crash is fixed. Dazzle flash, I have no clue why this could be happening. We do have clones of all the dazzle code though so we should be able to investigate. AI and ladders I have no idea about unless the fix I made to PathActionClass solves it. Vehicle turret facing cant be fixed without removing the change that caused it in the first place (a change that was made for VERY good reasons). So no, a fix isn't likely to happen at this point. The "building destroyed" stuff is definatly on the todo list but it wont be the crappy way people keep suggesting (making it possible to flip the IsDestroyed flag from true to false over the network), it will be done properly. AI kill issue will be investigated, as will the vehicle weapon string thing (can someone remind me again exactly what the problem is?) Unsure about the kill improvement requests per-map cameras.ini files is difficult because of how (and where) the code reads cameras.ini. Global package list, not sure on that, would need to find out from StealthEye what to modify to make it happen. Just added a new server.ini keyword (at the behest of Danpaul88) that lets you disable logging to disk (renlog*.txt and bhs_renlog*.txt)
hey since Ren Resurrection had Harvester Health displayed in the (idk the right name..) "Building Health Screen" I would like to see that in TT And there where a part in the SinglePlayerMissions where Hotty stucks.I think its in the village where u shall protect Hotty but it ends in a Hotty-Death always bye and have a good day
jonwil wrote on Sun, 06 July 2014 03:20 Vehicle turret facing cant be fixed without removing the change that caused it in the first place (a change that was made for VERY good reasons). So no, a fix isn't likely to happen at this point. Fair Enough. jonwil wrote on Sun, 06 July 2014 03:20 AI kill issue will be investigated I added the ability to set a team's kills/deaths in 4.1 for my bear hunter map, so I'd like to port that over at least if it can't be fixed correctly. jonwil wrote on Sun, 06 July 2014 03:20 as will the vehicle weapon string thing (can someone remind me again exactly what the problem is?) http://www.renegadeforums.com/index.php?t=msg&th=40712&start=0& Ethenal wrote on Thu, 03 July 2014 08:52 Jerad Gray wrote on Thu, 03 July 2014 08:25 I would like a feature that allows a map to add a key to a client's key.cfg. +1 this, this would be a greatly useful feature for people that don't even know keys.cfg, or have an empty (or nonexistent) one for whatever reason. Additionally, maybe you could make the client display what keys it has bound, like in the spirit of the old "mapch" command - it might require a netcode change (which I can imagine you might not want to/can do) to send all of the Logical/Physical keys that are bound for a player, but I think it'd be greatly useful. However, if the Jerad's first request could be added, then this matters a lot less. Thanks for your work gentlemen And I'm brining this up again, as I'd really like to port my asteroids map to Renegade and the only thing holding it back is the inability to have all the clients have the needed keys. ---------------------------------------- The ability to set Hud Help Text on a client would be great for important instructions you want them to read, in ECW I can remotely set the color of the message as well as what player it appears on. I'd also like to report an old Renegade bug, if you force a vehicle to switch weapons with scripts, and the muzzle flash was happening during the moment you switched weapons the flash will stay on until the weapon is fired again. Its a minor bug really and I can ignore it, but if it's something else to fix that'd be great. I still strongly desire to be able to set bullet speeds above 400m/s, maybe a new check box could be added to level editor DoNotHitDetect, and bullet logic would work the same as they currently do in Renegade unless this was checked. I'm fairly confident there are enough Renegade mods out there with customized weapons and vehicles that plenty of people would make use of this setting. Another cool feature would be the ability to set bullet shell eject velocity, since some guns eject those at crazy velocities, but I doubt many mods would make use of that, maybe some of imperialKaskins's stuff as well as my own.
Jerad Gray wrote on Sun, 06 July 2014 11:53 I still strongly desire to be able to set bullet speeds above 400m/s, Chronojam wrote on the APB blog One of the important changes to shooting in general is that the 400 m/s barrier for projectiles has been broken, so we can actually make faster bullets I think that is perfectly possible
Generalcamo wrote on Sun, 06 July 2014 11:53 I think that is perfectly possible Why do you care. This game is dead remember? And the 3 pathetic servers don't need 4.2. Right?. Generalcamo wrote on Fri, 04 July 2014 06:48 This is pathetic. Now there are TWO servers with terrible maps for a dead and dying game. What next? There will be THREE servers?
I'd like to completely overhaul keys.cfg for better per-map and per-server key support. However, at the moment I don't want to delay 4.2 by thinking up new features like that. So don't expect it in 4.2.
In 4.1 or one of the 4.0 updates (don't know when it was broken) the stock mesh on the obelisk is messed up so that fog no longer applies to it. On the map metroTS its very obvious. Heres an older video I found where its applied correctly. http://youtu.be/-GWwXeFb_nA?t=21m43s This is how it looks on the latest 4.1 builds. The fog doesn't apply to the dark grey/black part. Looks even worse on many other maps. This occurs on all the stock maps, and most custom maps except those that use a custom obelisk model.
That was supposedly fixed months ago... Saberhawk even mentioned it was fixed i guess not.. I reported it last year in august http://www.renegadeforums.com/index.php?t=msg&th=40405&start=0&
another couple of bugs LOD models not receiving lighting past .00 models (not sure if fixable, was present in 3.4.4) http://www.renegadeforums.com/index.php?t=msg&goto=485908&#msg_485908 Animations for tile props twitch.. for example you shoot a barrel and explodes and I guess the last frame of the animation twitches and loops for ever.. Not sure if it only affects files with damage animations but has been bugging me for awhile! here is a video https://www.youtube.com/watch?v=DUiKYekL1E0
I'd also like to report some texture anomalies that I saw on creekdale and Nebraska, however other players claim they don't see these issues, which makes me think the downloader maybe to blame (maybe I got old textures or something). http://youtu.be/69T_FdnA2y4 Here you can see the trees phasing in (start), the cave walls doing some weird blend shit (middle, and you have to look real hard), and same type of deal on the corn (end). If I had to guess it might be something as simple as someone used the wrong setting for generating mip maps, but I've never seen it before in all my years working on Ren so I might as well report it just incase its something else.
Mauler wrote on Sun, 06 July 2014 17:27 LOD models not receiving lighting past .00 models (not sure if fixable, was present in 3.4.4) http://www.renegadeforums.com/index.php?t=msg&goto=485908&#msg_485908 As before, can't fix. The lighting you are referring to ("compute vertex solve") is only calculated/stored for the .00 level by LE.
Regarding harvesters, the "Battlefield information" dialog box (the one you see when you press the "Battle Information" key (default is K) does display the health of both teams harvesters. [KH]LordOfDeath, if its something else you are requesting, please provide more details. Its possible that the Hotwire issue is fixed by a change we already made/back-ported, we will need to run tests on single player to look for issues. Single player issues will be looked at, we need to run testing in single player with the current 4.2 internal build and find the bugs that exist so we can fix em. AI soldier kills/deaths not counting to the team kills/deaths ratio is a bug so (unless we discover the change was made for a valid reason) it will be fixed. Vehicle weapon thing from that thread is fixed in 4.2 The WSEnvironment test map I have seems to be working in the latest 4.2 internal build so something I back-ported seems to have sorted it out (Jerad, feel free to let me know if its still broken) Not sure what to do about the keys.cfg stuff but I can see that its something people want. We have a Set_HUD_Help_Text_Player engine call in 5.0 but due to some issues with exactly which code we own in 4.2 (and some other things) I dont want to back-port it to 4.2 (meaning that particular feature will NOT be hitting 4.2) Muzzle flash issue will be looked into. We have a feature in 5.0 for shell casing ejection velocity and yes, one for bullet speed stuff but again, there are some issues in the way of back-porting it to 4.2 so those features wont make it either. (and no doing it with a simple checkbox to override the speed check isn't going to happen either) The obelisk fix should have been sorted (per the post from Saberhawk), if its not, its something we need to investigate. Tile animation twitching is probably something we can investigate. The most likely guess for the texture glitching is that you have graphics detail set to something other than max, that's what usually causes things like that, not 100% sure though.
ok, looks like the obelisk fog is in fact an issue, it will be investigated.
I know i asked about this before. But is it possible to look into fixing the building state sounds? If not thats ok, just thought i'd share the issue again http://www.renegadeforums.com/index.php?t=msg&goto=488395&#msg_488395
The way the buildingstatesoundspeaker stuff works makes fixing it hard. It has issues with the fact that a sound that is playing (e.g. looping) at the time a new client joins the server wont be played for the new client (and no there is no way to fix that) and it also has issues with the fact that Commands->Start_Sound, Commands->Monitor_Sound and Commands->Stop_Sound dont work over the network.
There's still a gamefreeze at the point in singleplayer where you get a cutscene with petrova and mutant raveshaw. Right after that cutscene ends it freezes. Could those sound commands Jonwil mentioned be fixed server-side? Also could Commands->Set_Camera_Host be looked at? If that is being made to work server-side than people can make server side cinematics for players. (except for the letterbox ofcourse but that isn't that bad.)
jonwil wrote on Mon, 07 July 2014 05:30 and it also has issues with the fact that Commands->Start_Sound, Commands->Monitor_Sound and Commands->Stop_Sound dont work over the network. Really? I'm sure I've made use of those in scripts before...
danpaul88 wrote on Mon, 07 July 2014 04:01 jonwil wrote on Mon, 07 July 2014 05:30 and it also has issues with the fact that Commands->Start_Sound, Commands->Monitor_Sound and Commands->Stop_Sound dont work over the network. Really? I'm sure I've made use of those in scripts before... No they definitely don't work. I've tried to use them all, but they are all failing to work. I also made a topic about that some time ago.
Actually Monitor_Sound appears to work over the network since all the work it does is server side. But Start_Sound and Stop_Sound do not send anything over the network.
jonwil wrote on Mon, 07 July 2014 04:34 Actually Monitor_Sound appears to work over the network since all the work it does is server side. But Start_Sound and Stop_Sound do not send anything over the network. Did you or someone lese of the TT made any changes to that? becouse I did try that in some beta version of 4.0 (in that topic I made) and it didn't appear to do anything at all. (Monitor_Sound that is). EDIT: http://www.renegadeforums.com/index.php?t=msg&goto=470774&
No I dont know why Monitor_Sound isn't working for sounds that dont loop but I can certainly put it on the to-do list.
Wow, massive thank you to White Dragon for continuing support. SSGM is back where it belongs.
Regarding the obelisk fog, does anyone have an easy way to reproduce it (i.e. easy testcase map guaranteed to show the issue every time?)
reborn wrote on Tue, 08 July 2014 00:45 Wow, massive thank you to White Dragon for continuing support. SSGM is back where it belongs. Hey, I am still here and doing a lot of work too (it wouldn't surprise me if I end up doing more work for 4.2 than Jerad and WhiteDragon combined
I believe the obelisk has some sort of detail/shader pass that is "reflective" or some combination of "environmental" shader. The official obelisk uses that extra detail pass, I think. would need to check.. The effect is very noticeable if fog is enabled. Westwood official maps have no fog what so ever. So makes sense that you will see that on custom maps with fog enabled
Is the goal to fix all shader combinations that don't fog or just the obby one, because I'd noticed many over the years and might be able to put together a map with at least a few of the main ones. I will begin testing on the master branch later this after noon, doing some work on my server (laptop) right now that has it in a state of not being able to host my test maps.
So I'm starting to test through things again, and I was shot by a Nod soldier while playing single player skirmish, and my GDI solder said "Shoot the enemy not me." I kind of feel like this might have been a pre-existing issue (prior to 4.0), but if anyone knows for sure it'd be good to confirm.
Played one round of multiplayer skirmish and then loaded a quick save at (save was made at the end of level one just before I win so I could easily test the movie fix) and then I got this error. Once again, this happened when I loaded a saved game. Quick save worked fine when I loaded it without playing skirmish first. *Movies are working. *Ion Rings are working. jonwil wrote on Sun, 06 July 2014 21:15 The most likely guess for the texture glitching is that you have graphics detail set to something other than max, that's what usually causes things like that, not 100% sure though. I've tried max and lower settings, but by default I always max everything in Renegade out. Also I feel like this key should be mappable: This pops up from the tab key. Bug: I noticed this in multiplayer too, but if you shoot one of these they keep twitching forever: Attached a saved game so you could jump right too one, see "Savegame01.sav" I should also report that the quick load key doesn't seem to work anymore (I assume it used to be f8 which is now used by the console?). After reloading the second level while inside the radar jamming zone I noticed the radar jamming was no-longer applied. Savegame02 is a friendly AI trying to pathfind the top of a ladder but failing to hit the transition zone, just move after loading and it should try to move down the ladder.
I should also report an old LE bug that I noticed a long time ago, if you assign "Kill" as the cinematic action it resets to push after you save the level (or reload the presets I forget which). So if you want a tile to kill something you always have to set it right before you export the map (actually very annoying).
Yes please do get me a testcase for fog type issues, that would help. Anything that is known to work differently in 4.x than it does in stock.
I'm also still seeing a weird primitive artifact from the sam site explosions (usually appears in the lower corner of the screens).
Obelisk fog issue with saved game attached: The power plants power down sound loops forever (savegame4 is after the power plant was destroyed, I assume loading won't leave it looping).
I found that same site primitive bug that happens at a distance with the chem tanks on level 2, here is a save where you can shoot it from along with a video. http://youtu.be/fFrToIymp60 Also the helicopter in that room has some serious bug with its AI, it keeps flying up through the walls of the cave and stuff, I'm pretty sure it used to always center itself before flying out, made it easy to hit with the rocket launcher.
In that video are you referring to the flash of green or so that happens when you shoot and expands outwards from where you are?
jonwil wrote on Mon, 07 July 2014 19:23 In that video are you referring to the flash of green or so that happens when you shoot and expands outwards from where you are? Yeah, that circle primitive should be appear from the object destroyed not my character, it happens really bad with sam sites as well (yellow in that case). But I could have swore it doesn't happen if you get really close to them, or maybe you just have to look away and it doesn't happen. Also the helicopter in that room has some serious bug with its AI, it keeps flying up through the walls of the cave and stuff, I'm pretty sure it used to always center itself before flying out, made it easy to hit with the rocket launcher. The sniper rifle's textures are also flickering in that room (in first person) I feel like its the same type of clicker NVidia cards had back in 3.4.4.
If you walk forward from this save there is some seriously bad texture flickering (I'm assuming only on NVidia cards). You'll see it in Sakura's hair during the cinematic that plays when you walk down the hallway.
Here is the previously reported forever spinning gunboat (just stuck in spot, never goes to where it needs to go).
The fog issue also happens on the glass of the Humm-vee. Assuming its probably for the same reason. Figured I post this since it will probably help you narrow down potential causes. A good map to test it on is metrots. To test the hummvee thing, basints is a good map as well. No obelisk on that map though. It is in fact visible on the stock maps as well as even they use a slight fog although much less dense than the ones used in some custom maps.
Another map with some pretty substantial visual glitches on 4.1 that I don't recall on 4.0 is deth_river. When exiting the tunnel by the nod refinery there is strange flickering and missing meshes. The obelisk fog thing can also be seen on here if you look towards nods base from nods tiberium field.
Dazzles no longer seem to be getting obscured by terrain.
Jerad Gray wrote on Tue, 08 July 2014 07:35 Also I feel like this key should be mappable: This pops up from the tab key. It IS mappable, its defined as EvaMissionObjectives in the input*.cfg files. There is just no UI for it in the key config dialogs (like any number of other keys)
https://www.youtube.com/watch?v=QdykC2LQwUc When the Redeemer Nuke is launched it does not always award kills to the player that fired it. If they died then it kills anything in its path both friendly and enemy.
jonwil wrote on Mon, 07 July 2014 12:01 reborn wrote on Tue, 08 July 2014 00:45 Wow, massive thank you to White Dragon for continuing support. SSGM is back where it belongs. Hey, I am still here and doing a lot of work too (it wouldn't surprise me if I end up doing more work for 4.2 than Jerad and WhiteDragon combined I wasn't trying to diminish your own effort. Sorry.
Some more changes have been made: Undo a change that was causing stuff to vanish when it shouldn't have vanished (not sure exactly, just that it fixes an issue the RA2:AR guys were having) Make a change to the refinery logic such that if server and client are both running a new enough scripts build, the issue with the harvester not appearing on the "battle info" dialog box (the one you get when you press K) is fixed as is the issue with the harvester incorrectly counting towards the vehicle limit. Fix the issue where the "KILL" animation mode for AccessiblePhys, BuildingAggregate, DamageableStaticPhys, DoorPhys, ElevatorPhys, StaticAnimPhys and DynamicAnimPhys was incorrectly being reset to "PUSH" by leveledit (this bug has existed since stock btw and so the "KILL" animation mode has likely never worked properly) Fix animation glitches with DamageableStaticPhys objects (this issue would likely be what was causing the "twiching" people have reported)
jonwil wrote on Wed, 09 July 2014 09:03 Fix the issue where the "KILL" animation mode for AccessiblePhys, BuildingAggregate, DamageableStaticPhys, DoorPhys, ElevatorPhys, StaticAnimPhys and DynamicAnimPhys was incorrectly being reset to "PUSH" by leveledit (this bug has existed since stock btw and so the "KILL" animation mode has likely never worked properly) It has, and its drove me nuts ever since I first noticed it. I have noticed some bugs with the wide screen resolutions, I'm not going to report them as bugs, just make mention of them as its possible that not enough people care about it to have it fixed. *When using a wide screen resolution, if you press the camera up against a wall the left and right sides of the camera can clip the wall camera collisions allowing you to see into world space. *Vis was generated with standard field of view, thus lots of vis bugs show themselves while playing single player as its easy to get the camera at angles the auto generated vis didn't account for.
>Make a change to the refinery logic such that if server and client are both running a new enough scripts build, the issue with the harvester not appearing on the "battle info" dialog box (the one you get when you press K) is fixed as is the issue with the harvester incorrectly counting towards the vehicle limit. I requested this around May 2011 and then the TT devs didn't want to add it. Is there any reason why it is geting fixed now? Is it because the TT dev has new members now?
dblaney1 wrote on Sat, 05 July 2014 19:13 Mauler wrote on Sat, 05 July 2014 13:33 Just wondering if where at all any way possible to have per map camera ini's? Would help with having custom cameras for new units.. Sometimes it can be a pain to use stock Renegade camera profiles.. Yeah. This would be great. Also a global package list that loads for every map would be nice to have in the TT.cfg. I wrote a Perl script that auto generated a definition for every package in my ttfs for my tt.cfg. But it still leaves the issue where if someone sets the next Map to the full map name rather than the definition name, not all of the packages are loaded. This already exists for the objects file. Ideally it would have two different fields. One for packages loaded before the map specific packages and one that loads after the map specific packages. I'm lead developer for the RenDeploy project and am making every effort possible to keep this project on the main server and would greatly benefit from having the camera.ini and keys.cfg files (and others would be useful) to be automatically incorporated into client side downloads. Please make every effort to include at least these in the next update! Thanks.
I'd like to see the keys update be moved up if it looks like it'll take more than 6 months to fix the 4.2 bugs. I suspect building a new system would actually take less time than back porting and fixing the old code.
What about the weird bug where sometimes when the obelisk shoots you don't see or hear the laser.
How about a built in script that changes the team of any objects that spawn from a spawner on creation. I know this is already possible to write your own but for mappers this would be nice to have so that maps aren't tied to one particular server. I know you also can temp presets etc, but its nice to actually use the stock presets especially since it makes it easier for server owners to customize certain things. Another one, same script but just attached to the object itself. Theres a change team on custom script but if a unit is spawned in the original teams enemy base the base defense shoot at it for a few seconds. Both easy to write and if you want I can write them. It would just be nice to have these in the main scripts source code so mappers don't need the servers to put up custom scripts. Maybe these exist and I am just missing them? If not they would be very useful.
dblaney1 wrote on Thu, 10 July 2014 17:14 Both easy to write and if you want I can write them. It would just be nice to have these in the main scripts source code so mappers don't need the servers to put up custom scripts. Just write it yourself and submit it, they've always accepted useful scripts over the years written by community members to be incorporated into the main scripts build. Doesn't sound too difficult, but I'd check and make sure it doesn't already exist first.
Ethenal wrote on Thu, 10 July 2014 19:33 dblaney1 wrote on Thu, 10 July 2014 17:14 Both easy to write and if you want I can write them. It would just be nice to have these in the main scripts source code so mappers don't need the servers to put up custom scripts. Just write it yourself and submit it, they've always accepted useful scripts over the years written by community members to be incorporated into the main scripts build. Doesn't sound too difficult, but I'd check and make sure it doesn't already exist first. Ya, don't be a retard like zunnie and make billions of script duplicates based on ones that already exist, which is probably one of the reasons his shit got taken out of the main build. Compiling is such a breeze now.
More changes: Fix an issue where with downloaded maps it was possible that the "Server Info" dialog didn't display the correct map name. (thanks to WhiteDragon for fixing this) Fix some issues with the radar and HUD caused when loading a single player save game. Fix an issue with AI code for VTOLs (there are still other issues we haven't yet found though) Fix up the M00_BuildingStateSound* clones to work identical to stock (since we dont have a way to know how the creator of those 2 scripts meant them to work, making them work like stock is the best we can do) Fix an issue with Test_Cinematic Some improvements to the chat code from WhiteDragon Fix an issue causing AI soldier kills and deaths not to be properly registered with the relavent team in certain cases (it now works like stock did) Fix an issue with certain things that can grant ammo (like powerups) not working correctly in single player or skirmish in some cases. Fix an issue where soldiers would mistakenly play their "TAKE_DAMAGE_FROM_FRIEND" sound instead of their "TAKE_DAMAGE_FROM_ENEMY" sound and vice versa. Fix an issue with the SH_DangerZone script Add some new engine calls Get_Clouds, Get_Lightning, Get_Wind, Get_Rain, Get_Snow, Get_Ash Add a new script JFW_Ion_Storm_Weather_2 to use the new engine calls and make the ion storm weather logic for TSR easier to use Fix an issue with the dp88_remotecontrol scripts where it was possible for the soldier remote-controlling the vehicle to get squashed when the vehicle died. Fix issues with muzzle flashes getting screwed up if a vehicle has its model or weapon changed. I am in the process of adding per-team sidebar sounds (if you set these, they will be used instead of the current both-team sounds)
Ok, the following ini keywords have now been added: SidebarRefillSoundNod SidebarRefillSoundGDI SidebarInfantrySoundNod SidebarInfantrySoundGDI SidebarVehicleSoundNod SidebarVehicleSoundGDI If the per-team sounds are set to valid items in the ini file, they will be used instead of the current SidebarRefillSound SidebarInfantrySound SidebarVehicleSound keywords
Xpert wrote on Fri, 11 July 2014 01:12 Ethenal wrote on Thu, 10 July 2014 19:33 dblaney1 wrote on Thu, 10 July 2014 17:14 Both easy to write and if you want I can write them. It would just be nice to have these in the main scripts source code so mappers don't need the servers to put up custom scripts. Just write it yourself and submit it, they've always accepted useful scripts over the years written by community members to be incorporated into the main scripts build. Doesn't sound too difficult, but I'd check and make sure it doesn't already exist first. Ya, don't be a retard like zunnie and make billions of script duplicates based on ones that already exist, which is probably one of the reasons his shit got taken out of the main build. Compiling is such a breeze now. I always try to use one of the built in scripts first if it exists. jonwil wrote on Fri, 11 July 2014 06:52 More changes: Fix an issue where with downloaded maps it was possible that the "Server Info" dialog didn't display the correct map name. (thanks to WhiteDragon for fixing this) Fix some issues with the radar and HUD caused when loading a single player save game. Fix an issue with AI code for VTOLs (there are still other issues we haven't yet found though) Fix up the M00_BuildingStateSound* clones to work identical to stock (since we dont have a way to know how the creator of those 2 scripts meant them to work, making them work like stock is the best we can do) Fix an issue with Test_Cinematic Some improvements to the chat code from WhiteDragon Fix an issue causing AI soldier kills and deaths not to be properly registered with the relavent team in certain cases (it now works like stock did) Fix an issue with certain things that can grant ammo (like powerups) not working correctly in single player or skirmish in some cases. Fix an issue where soldiers would mistakenly play their "TAKE_DAMAGE_FROM_FRIEND" sound instead of their "TAKE_DAMAGE_FROM_ENEMY" sound and vice versa. Fix an issue with the SH_DangerZone script Add some new engine calls Get_Clouds, Get_Lightning, Get_Wind, Get_Rain, Get_Snow, Get_Ash Add a new script JFW_Ion_Storm_Weather_2 to use the new engine calls and make the ion storm weather logic for TSR easier to use Fix an issue with the dp88_remotecontrol scripts where it was possible for the soldier remote-controlling the vehicle to get squashed when the vehicle died. Fix issues with muzzle flashes getting screwed up if a vehicle has its model or weapon changed. I am in the process of adding per-team sidebar sounds (if you set these, they will be used instead of the current both-team sounds) Thank you so much for the weather stuff. It really helps a lot for some stuff I was working on. Is there any way to add a ddb file that is read after the mapname.ddb file. I can overide that ddb by making a package with a file with an identical name in it but I have to do that for every map i want to overide it with. One that loads after the map.ddb would be great. So essentially it would load objects.ddb, mapname.ddb, then lastly load overides.ddb. On this server I enforce that all clients have the latest tt scripts so stock clients aren't an issue. I just would like to override temps etc. For example overriding the purchase terminals. This works already on maps without a temped purchase settings by including a package with a modified objects.dbb in the map definition in tt.cfg. However it doesn't let you override temps, which would open up a lot of possibilities for server wide mods.
How about adding the ability in level edit to manually enter in a script name and its parameters, for scripts that are in plugins etc or are not loaded client side.
Extra ddb file that overrides per-map ddb isn't going to happen at this point. Nor is manually entering scripts into LE (we dont know anything about the UI for editing scripts in LE or in fact much at all about the UI in LE) Some more changes: New script JFW_Time_Remaining_Sounds_2 that is like JFW_Time_Remaining_Sounds except it allows for per-team sounds. Detect buffer overflows in the netcode and quit with an error (and a dump of the offending packet) instead of crashing in a hard-to-debug way (like it does now) Small improvement to the code related to ladders and collision when you exit the ladder (the code that makes sure you dont collide with stuff blocking the ladder exit). More work may be done to this once I find out how to reproduce an issue the TSR guys are having. Fix broken environment mappers (the test case from Jerad now works the way it should)
jonwil wrote on Mon, 14 July 2014 22:18 Extra ddb file that overrides per-map ddb isn't going to happen at this point. I would like to see it happen in the future, it'd be nice to be able to add .pkg files into a map rotation if that's what is causing me to have to set the package file in svrcfg_cnc. jonwil wrote on Mon, 14 July 2014 22:18 Fix broken environment mappers (the test case from Jerad now works the way it should) Excellent, I'll retest later, in addition I think I'll have another mapper for you to test, but I need to double confirm the issue.
I've noticed another issue that didn't previously exist in 3.4.4. This was in 4.2 last night, I exited a ladder last night, there was one guy on the ladder (near the top) and one guy was standing right on the exit zone. When I got off the ladder it did that shit where you end up being de-synced from the server, I can't remember how it showed itself, but basically I had to hold back and spam e until my solder managed to land on the ladder again, and then I was able to climb back down and off the ladder and then it all cleared up. In stock Ren you can pass through infantry on a ladder, and I assume you can also pass through infantry standing right in the transition zone of a ladder. I bring this up because last night I think I actually collided with an AI that was stuck on a ladder at one point, which never happened in 3.4.4 (camera collides with them but that was it).
Jerad Gray wrote on Tue, 15 July 2014 22:33 Excellent, I'll retest later, in addition I think I'll have another mapper for you to test, but I need to double confirm the issue. We have made some improvements to the texture mapper code so do re-check any that were broken to be sure the changes haven't fixed it. As for the .pkg file stuff, how exactly do you configure the packages in the configs (I know the svrcfg_cnc.ini stuff but what are you doing in tt.cfg etc?) I will investigate how we can deal with this and no it has nothing to do with objects.ddb, it has to do with the fact that the game has one global concept of the current "mod package". We just need to figure out how best to store the link between maps and .pkg files and where the right place to put the "Set_Mod_Package" call it so we dont break the existing functionality (backwards compatibility is very much a TT priority)
Also on this map I have telepads that the player can place and use to teleport back to the spawn room, all they do is create a script zone after create, this script zone has a script attached that really does nothing more than Commands->Set_Position(enter). In 3.4.4 it works flawlessly, but in 4.x it seems that I get put into blue hell until after I walk a few steps, then it shows me at where I was teleported to (I have the suspicion that it doesn't update my client until I walk off the telepad). All the telepad is is a decophysics vehicle and it does have physical collisions. I will disable its physical collision tonight and see if that magically fixes it.
Not sure whats going on with the ladder thing, soldiers there should be in either SOLDIER or SOLDIER_GHOST collision and shouldn't be colliding with each other. As for the Set_Position thing, try calling Update_Network_Object on the soldier object immediately after the Set_Position call, that might help. Otherwise I have no idea.
jonwil wrote on Tue, 15 July 2014 06:57 As for the .pkg file stuff, how exactly do you configure the packages in the configs (I know the svrcfg_cnc.ini stuff but what are you doing in tt.cfg etc?) In the tt.cfg I put the lsd file name. For Example if I had a package named "package" and this package had a map named "map", in tt.cfg I put rotation: [ "map" ]; I also noticed one other thing about this, with the stock system Westwood on-line would display "Package/Map" for map name, and this doesn't occur UNLESS you have the actual package in your data folder. If you don't have the package in your data folder you just see the map name listed on Westwood on-line, but for some reason if you do have the package name it lists it as package/map... its odd.
ok, so what exactly do you need a .pkg file for anyway, i.e. what are you doing with a .pkg file that isn't otherwise possible?
jonwil wrote on Tue, 15 July 2014 07:01 Not sure whats going on with the ladder thing, soldiers there should be in either SOLDIER or SOLDIER_GHOST collision and shouldn't be colliding with each other. Is it possible for soldier_ghost to reset it self to soldier? When I was working on my bear hunter map I had to reset it to soldier_ghost (for my spectator) every few seconds because for some reason every time I jumped it set itself back to soldier. jonwil wrote on Tue, 15 July 2014 07:01 As for the Set_Position thing, try calling Update_Network_Object on the soldier object immediately after the Set_Position call, that might help. Otherwise I have no idea. Yeah that'll do the trick I'm sure, odd part is normal script zones with a teleport script on them are working fine (level has them all over the place).
jonwil wrote on Tue, 15 July 2014 07:11 ok, so what exactly do you need a .pkg file for anyway, i.e. what are you doing with a .pkg file that isn't otherwise possible? When the map was originally mad it was done with a .mix (this was probably in 2007) Canadacdn kept working on it until 2009, during which time the temps started going corrupt, so we were forced to move to a package so we could continue working on the map (added a good 50 non temp presets probably by now, but it was the only possible course beings le like to either crash every time we added a temp, or just not persist any new temps added to temps20.ddb). So now its a map that makes use of both temps.ddb and a modified objects.ddb. We also have modified .ini files, but I think most of them are supported by the new mix system.
I see no reason why you couldn't simply put objects.ddb into a TT package sent over the downloader, that should work per what StealthEye says.
jonwil wrote on Tue, 15 July 2014 07:51 I see no reason why you couldn't simply put objects.ddb into a TT package sent over the downloader, that should work per what StealthEye says. I'll export my pkg as a mix instead and we'll see what happens. Originally .mix didn't support objects.ddb, .inis, and it still doesn't load up modified loading screens on load (pkg does though so yay).
Is there any limit on the name length on a tt package? I know with traditional mixes if you made the name too long it wouldn't load or nobody could join.
I don't think so. Although things might go wrong if you're going towards 250 bytes total length for all package names combined in a single game. I don't remember the details of the implementation, but that might cause netcode messages to become too long. I think that anything that works with .pkg files and does not work with TT packages should be considered a bug. I think TT packages should replace .pkg files completely.
Yeah, objects.ddb does work in a package. Unfortunately cameras.ini and armor.ini do not. I am not sure if using a pkg makes those two work. Regarding the empty tanks always facing towards 0, is there anyway you can make this behavior toggle-able with some kind of flag? Also would it be possible to make the penalty for low power costs configurable? It may already be possible, not sure? Essentially it would be nice to be able to change stuff in the PT's without using the sidebar. If not is it possible to force the sidebar to be on, on every map on the server? Also would it be possible to make a clone of the stock PT UI that enables the ability to add and remove purchase items like the sidebar. I like the possibilities the sidebar brings but it simply doesn't show enough items at once. Even a fullscreen version of the sidebar with two rows that scrolls sideways with more icons would be an improvement. (think windows Maybe make this an option for maps that use the sidebar that clients can choose.
today i tried objects.ddb threw the rescource manager didnt work but this could also be becuase i used an older build (due to it being for apb).
Obey is fogging in 4.2: I opened the file in w3dViewer and the obelisk tower is definitely fogging faster than the logo, or the logo is having fog issues. The logo is two passes with the second pass being alpha blend, first is opaque.
You definatly cant use cameras.ini in a .pkg, its loaded once at startup and never loaded again. Don't know about armor.ini. In any case, given what you can do with TT packages, there is no real reason to solve the problem for .pkg files but instead to fix cases where you can use a file in a .pkg file but not in a TT package.
Not possible to change the empty-tanks-face-0 thing so stop asking about it For low power costs/time penalty we will have a way to change them per-map via the per-map tt.ini. No we wont have a way to change them for a server or anything, just through the tt.ini stuff. No the sidebar and PT stuff isn't going to change so stop asking about it Fog is still being investigated.
jonwil wrote on Tue, 15 July 2014 18:14 Not possible to change the empty-tanks-face-0 thing so stop asking about it For low power costs/time penalty we will have a way to change them per-map via the per-map tt.ini. No we wont have a way to change them for a server or anything, just through the tt.ini stuff. No the sidebar and PT stuff isn't going to change so stop asking about it Fog is still being investigated. You can't atleast add a 5th row? There is already space for it and it would be a giant improvement since the infantry row only has three slots right now since the refill one takes up a spot. Also 10 slots makes sense since there are 10 numbers on the number row as well. New Old
He keeps saying it ain't changing and you're still asking him to change it? LOL
Mauler wrote on Tue, 15 July 2014 19:18 He keeps saying it ain't changing and you're still asking him to change it? LOL You said the same thing about building revival and guess what it changed because enough people pushed for it. I can't see a single downside to adding a 5th row to the sidebar.
So you feel important now or something? Looks like those degrees in java really have paid off hey!
ok, fog should now be fixed. Also its now possible to use keywords CostMultiplier and BuildTimeDelay in the per-map tt.ini, they will affect the low power penalties (cost and time)
dblaney1 wrote on Tue, 15 July 2014 21:36 I can't see a single downside to adding a 5th row to the sidebar. Dude. You don't see the single downside to this? The single downside is that you're asking someone that works on our beloved game in his VOLUNTEER, UNPAID free time to add something that's arguably pretty freaking pointless. And when I say "arguably pretty freaking pointless," I mean that the sidebar works fine - you're just complaining about an aesthetic issue that would take a fair amount of effort to adjust. Yeah, maybe you're right, maybe the sidebar does need a fifth row - but where were you like four years ago when the sidebar was a thing? I'm like 99% positive the sidebar was introduced with one of the 3.x.x versions, and we're well beyond that now. Just take what you've got and work with it! Let's try to stick to getting outstanding bugs fixed rather than adding more "functionality" for the benefit of a very few.
I would appreciate it very much if the space where we put our display is not removed
Mauler wrote on Tue, 15 July 2014 20:18 He keeps saying it ain't changing and you're still asking him to change it? LOL If they didn't ask we wouldn't have a 4.2.
Who should I contact to submit code for 4.2. I made a fixed version of the agtfix and obelfix scripts that works with any facing rather than only the default 0 facing as it does right now. This is particularly useful for the AGT where the guns aren't lined up properly on anything but the default 0 facing. Heres a screenshot of it in action.
dblaney1 wrote on Fri, 18 July 2014 13:07 Who should I contact to submit code for 4.2. I made a fixed version of the agtfix and obelfix scripts that works with any facing rather than only the default 0 facing as it does right now. This is particularly useful for the AGT where the guns aren't lined up properly on anything but the default 0 facing. Was this something recent that broke? Because I'm 99% sure that it worked fine in 3.4.4 (the building controller just had to be rotated to face the same as the tower).