Command and Conquer: Renegade Official Forums - RDF feed
type: channel
description: C&C: Renegade --> Dying since 2003™, resurrected in 2024!
items: Scripts 4.2 to enter private beta testing soon, here are some changes in it
items: Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it

Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Scripts 4.2 is getting closer to being ready to enter private beta testing for Renegade players (I just finished some checking I wanted to do on the saveload code for .ldd files, .lsd files and .ddb files for example) Here is a list of some of the interesting changes in 4.2 (by no means exhaustive, this is just what I can remember or pick up on from reading my notes and stuff) Building Revival support (via console commands and via engine calls). Changes so that stuff flying in when purchased via AirFactory objects cant be shot whilst its flying in. Fix so that objects with their collision mode in LE set to "KILL" work correctly. Extra debugs for detecting certain kinds of network issues including packets that are too large. More to come later, still going through my notes and info looking for changes worth mentioning.
creator: jonwil
date: 2014-12-20T15:34:14-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Awesome
creator: Omar007
date: 2014-12-20T15:58:15-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Ok, on with the list of interesting changes in 4.2: New settings under "Global Settings - C&C Mode Settings" that let you have different EVA sounds for power offline (you can now have one that plays for Nod when Nod power goes offline, GDI when Nod power goes offline, Nod when GDI power goes offline and GDI when GDI power goes offline) New collision group DEFAULT_AND_SOLDIER_ONLY_COLLISION_GROUP which collides only with DEFAULT, SOLDIER and SOLDIER_GHOST. Fix a whole bunch of bugs (far too many to list here) Change "construction yard" objects so they will now repair objects of type "simple" if they have their Encyclopedia Type set to "building". Fix to some issues with certain kinds of texture mappers not rendering properly (environment mappers I believe are the main ones affected) Fix some glitches with damageablestatic physics objects Fix an issue that can be caused if you have a TT package containing a dazzle.ini file. Fix some issues with fog. Improve the way NavalFactoryGameObj detects objects blocking the spawn point (it now does it more like VehicleFactoryGameObj) Fix some issues with pathfinding where it wasn't correctly loading certain pieces of pathfinding data. Changes to make Commands->Set_Is_Rendered work over the network for things other than vehicles (it always worked for vehicles). Naturally both client and server need 4.2 for this to work. Fix an issue where the muzzle flash on a vehicle can screw up if its model or weapon is changed. Fix an issue with Commands->Set_Obj_Radar_Blip_Color so it works properly Changes so that spies will always appear on radar with the color of the player object regardless of which team the player is on. Fix so that the "battle info" dialog box displays the correct harvester health on the client. Also fixes the vehicle limit to correctly account for the harvester. Fix an issue where Commands->Create_2D_Sound and Commands->Create_2D_WAV_Sound can cause a crash in certain circumstances. Add a new keyword to server.ini, Di…
creator: jonwil
date: 2014-12-20T23:44:07-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: jonwil wrote on Sat, 20 December 2014 16:44 Ok, on with the list of interesting changes in 4.2: New settings under "Global Settings - C&C Mode Settings" that let you have different EVA sounds for power offline (you can now have one that plays for Nod when Nod power goes offline, GDI when Nod power goes offline, Nod when GDI power goes offline and GDI when GDI power goes offline) New collision group DEFAULT_AND_SOLDIER_ONLY_COLLISION_GROUP which collides only with DEFAULT, SOLDIER and SOLDIER_GHOST. Fix a whole bunch of bugs (far too many to list here) Change "construction yard" objects so they will now repair objects of type "simple" if they have their Encyclopedia Type set to "building". Fix to some issues with certain kinds of texture mappers not rendering properly (environment mappers I believe are the main ones affected) Fix some glitches with damageablestatic physics objects Fix an issue that can be caused if you have a TT package containing a dazzle.ini file. Fix some issues with fog. Improve the way NavalFactoryGameObj detects objects blocking the spawn point (it now does it more like VehicleFactoryGameObj) Fix some issues with pathfinding where it wasn't correctly loading certain pieces of pathfinding data. Changes to make Commands->Set_Is_Rendered work over the network for things other than vehicles (it always worked for vehicles). Naturally both client and server need 4.2 for this to work. Fix an issue where the muzzle flash on a vehicle can screw up if its model or weapon is changed. Fix an issue with Commands->Set_Obj_Radar_Blip_Color so it works properly Changes so that spies will always appear on radar with the color of the player object regardless of which team the player is on. Fix so that the "battle info" dialog box displays the correct harvester health on the client. Also fixes the vehicle limit to correctly account for the harvester. Fix an issue where Commands->Create_2D_Sound and Commands->Create_2D_WAV_Sound can cause a crash in certain circum…
creator: dblaney1
date: 2014-12-21T00:10:25-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Nice work guys
creator: ExEric3
date: 2014-12-21T19:07:29-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Nice
creator: iRANian
date: 2014-12-21T21:27:53-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Very nice, thank you again for all you do jonwil and the tt team!
creator: Wyld1USA
date: 2014-12-22T13:17:39-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: For the benefit of those testing 4.2 RC1, here is a list of known bugs: 1.There are some glitches with ai-controlled VTOLa (including the gunboat on the island mission where you escape in the sub at the end which is rigged as a VTOL for reasons only westwood would know). I dont yer know what is causing these issues (my last tests made things more confusing) 2.There are a number of memory leaks that we havent yet found the cause of yet. 3.Its possible for repeated playing of single player/skirmish to cause a netcode crash. We have reproduction steps for it but we donr know the actual cause yet. if anyone experiences any crashes with the 4.2 RC1 test build, i want to know.
creator: jonwil
date: 2014-12-23T05:58:57-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Is there a fix for the client update when the server stops a continious sound? For example: int soundID = Commands->Create_Sound("some sound preset which has loop checked", some position); Commands->Stop_Sound(soundID); This will only work server-side. Clients which are in-game will have to rejoin in order to not hear the sound anymore. Also Commands->Monitor_Sound(soundID); does not work at all. EDIT: in fact im not even sure if any of this works with non-looping sound either. I highly doubt it.
creator: Neijwiert
date: 2014-12-23T12:27:51-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: I suspect monitor sound doesn't work server side because the server doesn't actually open the .wav / .mp3 / etc file at all and thus has no clue how long it actually is and therefore doesn't know when to fire the sound ended event. Also, since clients could, in theory, replace sound effects with longer / shorter ones then any server side looping solution would result in gaps / early restarting for those clients.
creator: danpaul88
date: 2014-12-23T13:06:35-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: No I have no fix to make Stop_Sound work over the network. Not sure why Monitor_Sound isnt working, investigating it is on my todo list.
creator: jonwil
date: 2014-12-23T21:55:49-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Sorry wasn't clear on the matter, monitor_sound does not work on any sound at all, including non-presets, 2d and 3d sounds. Jonwil, are there any plans om doing something about the stop_sound or does this bring too many complications on the release of 4.2?
creator: Neijwiert
date: 2014-12-24T01:39:00-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Making stop_sound work over the network is too hard.
creator: jonwil
date: 2014-12-24T03:12:48-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: What about a workaround. Maybe a way to have a simplegameobj have a sound that loops when it is on the map. Add an ambient sound setting to simplegameobjs definition. If you get destroy the object the sound stops playing. Sort of like the beacon beeping sound or an engine sound. Then you could also make an script that you can attach to a Daves arrow that spawns the simple object on creation, destroys it on building destruction and spawns it again on restore. That would make the building state sounds work client side. Being able to attach ambient sounds to simplegameobjs would have a lot of other uses as well so this functionality would benefit more than just building state sounds. The sound playing and the looping would all be handled client side so it should be possible to do without too much hassle compared to having to deal with handling this over the network. This wouldn't necessarily help for existing maps but it definitely would work for new maps. Just make simplegameobj presets for each ambient sound you want. Maybe make it work with twiddlers as well.
creator: dblaney1
date: 2014-12-24T21:36:21-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: dblaney1 wrote on Wed, 24 December 2014 14:36 What about a workaround. Maybe a way to have a simplegameobj have a sound that loops when it is on the map. Add an ambient sound setting to simplegameobjs definition. If you get destroy the object the sound stops playing. Sort of like the beacon beeping sound or an engine sound. Then you could also make an script that you can attach to a Daves arrow that spawns the simple object on creation, destroys it on building destruction and spawns it again on restore. That would make the building state sounds work client side. Being able to attach ambient sounds to simplegameobjs would have a lot of other uses as well so this functionality would benefit more than just building state sounds. The sound playing and the looping would all be handled client side so it should be possible to do without too much hassle compared to having to deal with handling this over the network. This wouldn't necessarily help for existing maps but it definitely would work for new maps. Just make simplegameobj presets for each ambient sound you want. Maybe make it work with twiddlers as well. I think the work required to do this "work-around" could be just as much as implementing the real fix itself. EDIT: Besides I don't think JonWil likes ugly work-arounds, I know I wouldn't lol. EDIT #2: But still +1 for coming up with an alternate solution, better than nothing.
creator: Neijwiert
date: 2014-12-25T01:00:40-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Neijwiert wrote on Wed, 24 December 2014 18:00 dblaney1 wrote on Wed, 24 December 2014 14:36 What about a workaround. Maybe a way to have a simplegameobj have a sound that loops when it is on the map. Add an ambient sound setting to simplegameobjs definition. If you get destroy the object the sound stops playing. Sort of like the beacon beeping sound or an engine sound. Then you could also make an script that you can attach to a Daves arrow that spawns the simple object on creation, destroys it on building destruction and spawns it again on restore. That would make the building state sounds work client side. Being able to attach ambient sounds to simplegameobjs would have a lot of other uses as well so this functionality would benefit more than just building state sounds. The sound playing and the looping would all be handled client side so it should be possible to do without too much hassle compared to having to deal with handling this over the network. This wouldn't necessarily help for existing maps but it definitely would work for new maps. Just make simplegameobj presets for each ambient sound you want. Maybe make it work with twiddlers as well. I think the work required to do this "work-around" could be just as much as implementing the real fix itself. EDIT: Besides I don't think JonWil likes ugly work-arounds, I know I wouldn't lol. EDIT #2: But still +1 for coming up with an alternate solution, better than nothing. An ambient sound for an object would have a lot of useful purposes outside of the building states sounds anyway. I could think of dozens of uses for it right off the top of my head. Would be worth implementing regardless. The only thing TT would really have to do is implement the ambient sound part. The rest could actually be done by server owners in scripts.dll although having a script built-in to the scripts.dll release would make it standardized for mappers and make it work on any server running 4.2.
creator: dblaney1
date: 2014-12-25T01:11:30-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Its not as simple as it sounds due to some limits in the audio system.
creator: jonwil
date: 2014-12-25T01:30:53-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: dblaney1 wrote on Sat, 20 December 2014 17:10 Great news. Glad to see a lot of the stuff I suggested and even provided code for made it in. Super glad that my suggestion about immovable objects and homing was implemented. I still disagree with the change as it's probably going to break homing on things like visible drivers and other mod specific features but we'll see how it plays out. jonwil wrote on Sat, 20 December 2014 08:34 New collision group DEFAULT_AND_SOLDIER_ONLY_COLLISION_GROUP which collides only with DEFAULT, SOLDIER and SOLDIER_GHOST. We might want to consider adding a new collision group of SOLDIER_LADDER at some point. When I was fixing the ladder code (so soldiers no longer become collidable when climbing ladders) I noticed that the Ren code was simply checking if the soldier was set for SOLDIER_GHOST. If it was SOLDIER_GHOST the game would simply turn the collision back to normal at the end of a jump, so my fix simply makes sure you aren't on a ladder before it lets your collisions be flipped back. Obviously this still means that you have to keep setting a soldier to soldier ghost if you want them to stay as a spectator. jonwil wrote on Sat, 20 December 2014 08:34 Fixes to sphere and ring primitives Only fixed the ion cannons ring primitive, sphere primitives still do that thing where if you aren't looking at them they appear at your feet. jonwil wrote on Sat, 20 December 2014 08:34 New EntryHelpMessage and EntryHelpMessageColor values on vehicles, if this is set then the message will be displayed in the center of the screen when the vehicle is entered. Intended for help messages like "press Q to deploy this vehicle". If we're already doing that for vehicles why not make it so we can trigger the message on custom so we can make objective messages appear and so forth? jonwil wrote on Sat, 20 December 2014 08:34 Jerad Grey Gray
creator: Jerad2142
date: 2014-12-26T13:53:22-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Jerad Gray wrote on Fri, 26 December 2014 13:53 dblaney1 wrote on Sat, 20 December 2014 17:10 Great news. Glad to see a lot of the stuff I suggested and even provided code for made it in. Super glad that my suggestion about immovable objects and homing was implemented. I still disagree with the change as it's probably going to break homing on things like visible drivers and other mod specific features but we'll see how it plays out. Yes, I had reservations too... one result of our internal discussions was a change such that homing is ALWAYS enabled for any object that is attached to another object, even if that object is immovable. Still not convinced it's a good idea though.
creator: danpaul88
date: 2014-12-26T14:38:30-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: danpaul88 wrote on Fri, 26 December 2014 07:38 Jerad Gray wrote on Fri, 26 December 2014 13:53 dblaney1 wrote on Sat, 20 December 2014 17:10 Great news. Glad to see a lot of the stuff I suggested and even provided code for made it in. Super glad that my suggestion about immovable objects and homing was implemented. I still disagree with the change as it's probably going to break homing on things like visible drivers and other mod specific features but we'll see how it plays out. Yes, I had reservations too... one result of our internal discussions was a change such that homing is ALWAYS enabled for any object that is attached to another object, even if that object is immovable. Still not convinced it's a good idea though. Wish I'd been on that discussion, I think a checkbox in the LE setings would be a better idea.
creator: Jerad2142
date: 2014-12-26T14:42:01-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: I thought you were in on it? It was on the Trello board.
creator: danpaul88
date: 2014-12-26T18:21:27-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Make the default behavior the new behavior and add a dropdown in leveledit to override the behavior. So default behavior, force no homing, and force homing would be ideal. I would like the ability to disable the homing on an object such as a shield generator attached to an object as well which in 4.1 is not available, and as 4.2 is currently set up is not available as well. Adding the ability to override the behavior would allow this. I do think that immovable objects should default to no homing as it currently is implemented in 4.2.
creator: dblaney1
date: 2014-12-26T20:26:59-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: As implemented the feature will ignore (for tracking purposes) any buildings and any physical objects that are not MoveablePhysClass (i.e. cant move) and are not attached to an object (it checks via PhysicalGameObj::Is_Attached_To_An_Object). So things like vehicle drivers and other attachments are still valid targets for tracking weapons.
creator: jonwil
date: 2014-12-26T20:29:59-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: jonwil wrote on Fri, 26 December 2014 13:29 As implemented the feature will ignore (for tracking purposes) any buildings and any physical objects that are not MoveablePhysClass (i.e. cant move) and are not attached to an object (it checks via PhysicalGameObj::Is_Attached_To_An_Object). So things like vehicle drivers and other attachments are still valid targets for tracking weapons. Can we get a checkbox to force disable the homing as well even if its attached. Not a big deal if we can't, but for things like a mobile shield generator it would be nice not to have things homing to it when trying to aim at objects that in front of it. This issue already exists in 4.1 since the homing is always on so the 4.2 change isn't making anything worse so I am not against that at all.
creator: dblaney1
date: 2014-12-26T20:34:07-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Should be possible to add an "ignore this for tracking purposes" flag.
creator: jonwil
date: 2014-12-26T20:52:33-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: jonwil wrote on Fri, 26 December 2014 13:52 Should be possible to add an "ignore this for tracking purposes" flag. Yeah, that would be awesome. I definitely like the new behavior much better.
creator: dblaney1
date: 2014-12-26T21:36:59-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: I think the best choice is to make it use Renegade original behavior that way we know special cinematic objects will be tracked correctly, and it won't potentially break any legacy mod/maps. Then we should add a checkbox in LE that would make that preset ignored by tracking. Least chance of breaking stock functionality that way and only newly added stuff would be affected.
creator: Jerad2142
date: 2014-12-26T22:04:58-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Jerad Gray wrote on Fri, 26 December 2014 15:04 I think the best choice is to make it use Renegade original behavior that way we know special cinematic objects will be tracked correctly, and it won't potentially break any legacy mod/maps. Then we should add a checkbox in LE that would make that preset ignored by tracking. Least chance of breaking stock functionality that way and only newly added stuff would be affected. I gotta disagree on this. The new behavior is much better and fixes tons of maps with turrets that have their origin at the bottom. (any maps with the beta guard tower have this issue) The only objects that get their tracking disabled in 4.2 right now are ones that can't move. (homing is useless on them, just makes you miss if an object is in the way like a hill) Objects attached to other objects behave identical to stock when dealing with homing. I don't really see it breaking too much.
creator: dblaney1
date: 2014-12-26T22:09:11-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: dblaney1 wrote on Fri, 26 December 2014 15:09 Jerad Gray wrote on Fri, 26 December 2014 15:04 I think the best choice is to make it use Renegade original behavior that way we know special cinematic objects will be tracked correctly, and it won't potentially break any legacy mod/maps. Then we should add a checkbox in LE that would make that preset ignored by tracking. Least chance of breaking stock functionality that way and only newly added stuff would be affected. I gotta disagree on this. The new behavior is much better and fixes tons of maps with turrets that have their origin at the bottom. The only objects that get their tracking disabled in 4.2 right now are ones that can't move. Objects attached to other objects behave identical to stock when dealing with homing. The current logic isn't checking if objects are attached which tells me you have yet to test it against many cinematic objects otherwise you'd be noticing issues.
creator: Jerad2142
date: 2014-12-26T22:12:44-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Jerad Gray wrote on Fri, 26 December 2014 15:12 dblaney1 wrote on Fri, 26 December 2014 15:09 Jerad Gray wrote on Fri, 26 December 2014 15:04 I think the best choice is to make it use Renegade original behavior that way we know special cinematic objects will be tracked correctly, and it won't potentially break any legacy mod/maps. Then we should add a checkbox in LE that would make that preset ignored by tracking. Least chance of breaking stock functionality that way and only newly added stuff would be affected. I gotta disagree on this. The new behavior is much better and fixes tons of maps with turrets that have their origin at the bottom. The only objects that get their tracking disabled in 4.2 right now are ones that can't move. Objects attached to other objects behave identical to stock when dealing with homing. The current logic isn't checking if objects are attached which tells me you have yet to test it against many cinematic objects otherwise you'd be noticing issues. Jonwil said its checking if its attached. Maybe its not working correctly, but if it does what he said it shouldn't be an issue. Can you give me a map or single player mission where you have spotted an issue?
creator: dblaney1
date: 2014-12-26T22:13:44-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: dblaney1 wrote on Fri, 26 December 2014 15:13 Jerad Gray wrote on Fri, 26 December 2014 15:12 dblaney1 wrote on Fri, 26 December 2014 15:09 Jerad Gray wrote on Fri, 26 December 2014 15:04 I think the best choice is to make it use Renegade original behavior that way we know special cinematic objects will be tracked correctly, and it won't potentially break any legacy mod/maps. Then we should add a checkbox in LE that would make that preset ignored by tracking. Least chance of breaking stock functionality that way and only newly added stuff would be affected. I gotta disagree on this. The new behavior is much better and fixes tons of maps with turrets that have their origin at the bottom. The only objects that get their tracking disabled in 4.2 right now are ones that can't move. Objects attached to other objects behave identical to stock when dealing with homing. The current logic isn't checking if objects are attached which tells me you have yet to test it against many cinematic objects otherwise you'd be noticing issues. Jonwil said its checking if its attached. Maybe its not working correctly, but if it does what he said it shouldn't be an issue. Code was changed 22 days ago, its checking if its a building object or (if its a physical game object and if its not a movable object) The original code just checked if it was a building object.
creator: Jerad2142
date: 2014-12-26T22:15:44-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Jerad Gray wrote on Fri, 26 December 2014 15:15 dblaney1 wrote on Fri, 26 December 2014 15:13 Jerad Gray wrote on Fri, 26 December 2014 15:12 dblaney1 wrote on Fri, 26 December 2014 15:09 Jerad Gray wrote on Fri, 26 December 2014 15:04 I think the best choice is to make it use Renegade original behavior that way we know special cinematic objects will be tracked correctly, and it won't potentially break any legacy mod/maps. Then we should add a checkbox in LE that would make that preset ignored by tracking. Least chance of breaking stock functionality that way and only newly added stuff would be affected. I gotta disagree on this. The new behavior is much better and fixes tons of maps with turrets that have their origin at the bottom. The only objects that get their tracking disabled in 4.2 right now are ones that can't move. Objects attached to other objects behave identical to stock when dealing with homing. The current logic isn't checking if objects are attached which tells me you have yet to test it against many cinematic objects otherwise you'd be noticing issues. Jonwil said its checking if its attached. Maybe its not working correctly, but if it does what he said it shouldn't be an issue. Code was changed 22 days ago, its checking if its a building object or (if its a physical game object and if its not a movable object) The original code just checked if it was a building object. Can you give me an example where there is an issue. I wanna test it. I have the 4.2 test version as well.
creator: dblaney1
date: 2014-12-26T22:16:48-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: dblaney1 wrote on Fri, 26 December 2014 15:16 Jerad Gray wrote on Fri, 26 December 2014 15:15 dblaney1 wrote on Fri, 26 December 2014 15:13 Jerad Gray wrote on Fri, 26 December 2014 15:12 dblaney1 wrote on Fri, 26 December 2014 15:09 Jerad Gray wrote on Fri, 26 December 2014 15:04 I think the best choice is to make it use Renegade original behavior that way we know special cinematic objects will be tracked correctly, and it won't potentially break any legacy mod/maps. Then we should add a checkbox in LE that would make that preset ignored by tracking. Least chance of breaking stock functionality that way and only newly added stuff would be affected. I gotta disagree on this. The new behavior is much better and fixes tons of maps with turrets that have their origin at the bottom. The only objects that get their tracking disabled in 4.2 right now are ones that can't move. Objects attached to other objects behave identical to stock when dealing with homing. The current logic isn't checking if objects are attached which tells me you have yet to test it against many cinematic objects otherwise you'd be noticing issues. Jonwil said its checking if its attached. Maybe its not working correctly, but if it does what he said it shouldn't be an issue. Code was changed 22 days ago, its checking if its a building object or (if its a physical game object and if its not a movable object) The original code just checked if it was a building object. Can you give me an example where there is an issue. I wanna test it. I have the 4.2 test version as well. I don't think its worth the risk of breaking legacy maps and mods just for the people that didn't give two shits to fix their turrets and center their origin in the model. As I've said, the ideas that come to mind is cinematics and visible drivers, maybe mirage models on the mirage tank.
creator: Jerad2142
date: 2014-12-26T22:17:11-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Jerad Gray wrote on Fri, 26 December 2014 15:17 dblaney1 wrote on Fri, 26 December 2014 15:16 Jerad Gray wrote on Fri, 26 December 2014 15:15 dblaney1 wrote on Fri, 26 December 2014 15:13 Jerad Gray wrote on Fri, 26 December 2014 15:12 dblaney1 wrote on Fri, 26 December 2014 15:09 Jerad Gray wrote on Fri, 26 December 2014 15:04 I think the best choice is to make it use Renegade original behavior that way we know special cinematic objects will be tracked correctly, and it won't potentially break any legacy mod/maps. Then we should add a checkbox in LE that would make that preset ignored by tracking. Least chance of breaking stock functionality that way and only newly added stuff would be affected. I gotta disagree on this. The new behavior is much better and fixes tons of maps with turrets that have their origin at the bottom. The only objects that get their tracking disabled in 4.2 right now are ones that can't move. Objects attached to other objects behave identical to stock when dealing with homing. The current logic isn't checking if objects are attached which tells me you have yet to test it against many cinematic objects otherwise you'd be noticing issues. Jonwil said its checking if its attached. Maybe its not working correctly, but if it does what he said it shouldn't be an issue. Code was changed 22 days ago, its checking if its a building object or (if its a physical game object and if its not a movable object) The original code just checked if it was a building object. Can you give me an example where there is an issue. I wanna test it. I have the 4.2 test version as well. I don't think its worth the risk of breaking legacy maps and mods just for the people that didn't give two shits to fix their turrets and center their origin in the model. I don't see how disabling homing on non-moveable objects would break maps. These objects don't move. Any ai controlled objects are gonna shoot at the origin anyway. This fixes a lot more than it breaks. Try shooting a …
creator: dblaney1
date: 2014-12-26T22:19:01-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: dblaney1 wrote on Fri, 26 December 2014 15:19 Jerad Gray wrote on Fri, 26 December 2014 15:17 dblaney1 wrote on Fri, 26 December 2014 15:16 Jerad Gray wrote on Fri, 26 December 2014 15:15 dblaney1 wrote on Fri, 26 December 2014 15:13 Jerad Gray wrote on Fri, 26 December 2014 15:12 dblaney1 wrote on Fri, 26 December 2014 15:09 Jerad Gray wrote on Fri, 26 December 2014 15:04 I think the best choice is to make it use Renegade original behavior that way we know special cinematic objects will be tracked correctly, and it won't potentially break any legacy mod/maps. Then we should add a checkbox in LE that would make that preset ignored by tracking. Least chance of breaking stock functionality that way and only newly added stuff would be affected. I gotta disagree on this. The new behavior is much better and fixes tons of maps with turrets that have their origin at the bottom. The only objects that get their tracking disabled in 4.2 right now are ones that can't move. Objects attached to other objects behave identical to stock when dealing with homing. The current logic isn't checking if objects are attached which tells me you have yet to test it against many cinematic objects otherwise you'd be noticing issues. Jonwil said its checking if its attached. Maybe its not working correctly, but if it does what he said it shouldn't be an issue. Code was changed 22 days ago, its checking if its a building object or (if its a physical game object and if its not a movable object) The original code just checked if it was a building object. Can you give me an example where there is an issue. I wanna test it. I have the 4.2 test version as well. I don't think its worth the risk of breaking legacy maps and mods just for the people that didn't give two shits to fix their turrets and center their origin in the model. I don't see how disabling homing on non-moveable objects would break maps. These objects don't move. Any ai controlled objects are gonna shoot at the origin anyway. This fi…
creator: Jerad2142
date: 2014-12-26T22:19:44-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Jerad Gray wrote on Fri, 26 December 2014 15:19 dblaney1 wrote on Fri, 26 December 2014 15:19 Jerad Gray wrote on Fri, 26 December 2014 15:17 dblaney1 wrote on Fri, 26 December 2014 15:16 Jerad Gray wrote on Fri, 26 December 2014 15:15 dblaney1 wrote on Fri, 26 December 2014 15:13 Jerad Gray wrote on Fri, 26 December 2014 15:12 dblaney1 wrote on Fri, 26 December 2014 15:09 Jerad Gray wrote on Fri, 26 December 2014 15:04 I think the best choice is to make it use Renegade original behavior that way we know special cinematic objects will be tracked correctly, and it won't potentially break any legacy mod/maps. Then we should add a checkbox in LE that would make that preset ignored by tracking. Least chance of breaking stock functionality that way and only newly added stuff would be affected. I gotta disagree on this. The new behavior is much better and fixes tons of maps with turrets that have their origin at the bottom. The only objects that get their tracking disabled in 4.2 right now are ones that can't move. Objects attached to other objects behave identical to stock when dealing with homing. The current logic isn't checking if objects are attached which tells me you have yet to test it against many cinematic objects otherwise you'd be noticing issues. Jonwil said its checking if its attached. Maybe its not working correctly, but if it does what he said it shouldn't be an issue. Code was changed 22 days ago, its checking if its a building object or (if its a physical game object and if its not a movable object) The original code just checked if it was a building object. Can you give me an example where there is an issue. I wanna test it. I have the 4.2 test version as well. I don't think its worth the risk of breaking legacy maps and mods just for the people that didn't give two shits to fix their turrets and center their origin in the model. I don't see how disabling homing on non-moveable objects would break maps. These objects don't move. Any ai controlled objec…
creator: dblaney1
date: 2014-12-26T22:23:07-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: dblaney1 wrote on Fri, 26 December 2014 15:23 Jerad Gray wrote on Fri, 26 December 2014 15:19 dblaney1 wrote on Fri, 26 December 2014 15:19 Jerad Gray wrote on Fri, 26 December 2014 15:17 dblaney1 wrote on Fri, 26 December 2014 15:16 Jerad Gray wrote on Fri, 26 December 2014 15:15 dblaney1 wrote on Fri, 26 December 2014 15:13 Jerad Gray wrote on Fri, 26 December 2014 15:12 dblaney1 wrote on Fri, 26 December 2014 15:09 Jerad Gray wrote on Fri, 26 December 2014 15:04 I think the best choice is to make it use Renegade original behavior that way we know special cinematic objects will be tracked correctly, and it won't potentially break any legacy mod/maps. Then we should add a checkbox in LE that would make that preset ignored by tracking. Least chance of breaking stock functionality that way and only newly added stuff would be affected. I gotta disagree on this. The new behavior is much better and fixes tons of maps with turrets that have their origin at the bottom. The only objects that get their tracking disabled in 4.2 right now are ones that can't move. Objects attached to other objects behave identical to stock when dealing with homing. The current logic isn't checking if objects are attached which tells me you have yet to test it against many cinematic objects otherwise you'd be noticing issues. Jonwil said its checking if its attached. Maybe its not working correctly, but if it does what he said it shouldn't be an issue. Code was changed 22 days ago, its checking if its a building object or (if its a physical game object and if its not a movable object) The original code just checked if it was a building object. Can you give me an example where there is an issue. I wanna test it. I have the 4.2 test version as well. I don't think its worth the risk of breaking legacy maps and mods just for the people that didn't give two shits to fix their turrets and center their origin in the model. I don't see how disabling homing on non-moveable objects would break maps. The…
creator: Jerad2142
date: 2014-12-26T22:24:48-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Jerad Gray wrote on Fri, 26 December 2014 15:24 dblaney1 wrote on Fri, 26 December 2014 15:23 Jerad Gray wrote on Fri, 26 December 2014 15:19 dblaney1 wrote on Fri, 26 December 2014 15:19 Jerad Gray wrote on Fri, 26 December 2014 15:17 dblaney1 wrote on Fri, 26 December 2014 15:16 Jerad Gray wrote on Fri, 26 December 2014 15:15 dblaney1 wrote on Fri, 26 December 2014 15:13 Jerad Gray wrote on Fri, 26 December 2014 15:12 dblaney1 wrote on Fri, 26 December 2014 15:09 Jerad Gray wrote on Fri, 26 December 2014 15:04 I think the best choice is to make it use Renegade original behavior that way we know special cinematic objects will be tracked correctly, and it won't potentially break any legacy mod/maps. Then we should add a checkbox in LE that would make that preset ignored by tracking. Least chance of breaking stock functionality that way and only newly added stuff would be affected. I gotta disagree on this. The new behavior is much better and fixes tons of maps with turrets that have their origin at the bottom. The only objects that get their tracking disabled in 4.2 right now are ones that can't move. Objects attached to other objects behave identical to stock when dealing with homing. The current logic isn't checking if objects are attached which tells me you have yet to test it against many cinematic objects otherwise you'd be noticing issues. Jonwil said its checking if its attached. Maybe its not working correctly, but if it does what he said it shouldn't be an issue. Code was changed 22 days ago, its checking if its a building object or (if its a physical game object and if its not a movable object) The original code just checked if it was a building object. Can you give me an example where there is an issue. I wanna test it. I have the 4.2 test version as well. I don't think its worth the risk of breaking legacy maps and mods just for the people that didn't give two shits to fix their turrets and center their origin in the model. I don't see how disabling homi…
creator: dblaney1
date: 2014-12-26T22:27:00-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Just did it with a cinematic as well. It homes just like it should. Tested it with me shooting it and also having the agt shoot at it. I had a chinook drop a turret in a cinematic. Agt homed onto the turret just like its supposed to. Tested it several times.
creator: dblaney1
date: 2014-12-26T22:32:20-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: dblaney1 wrote on Fri, 26 December 2014 15:32 Just did it with a cinematic as well. It homes just like it should. Tested it with me shooting it and also having the agt shoot at it. I had a chinook drop a turret in a cinematic. Agt homed onto the turret just like its supposed to. Tested it several times. Jonwil has a change 6 days ago that checks for attached units, so I guess you can scratch my complaint about attachments.
creator: Jerad2142
date: 2014-12-26T22:47:25-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Jerad Gray wrote on Fri, 26 December 2014 15:47 dblaney1 wrote on Fri, 26 December 2014 15:32 Just did it with a cinematic as well. It homes just like it should. Tested it with me shooting it and also having the agt shoot at it. I had a chinook drop a turret in a cinematic. Agt homed onto the turret just like its supposed to. Tested it several times. Jonwil has a change 6 days ago that checks for attached units, so I guess you can scratch my complaint about attachments. Yup. It works perfectly.
creator: dblaney1
date: 2014-12-26T22:50:16-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: dblaney1 wrote on Fri, 26 December 2014 15:50 Jerad Gray wrote on Fri, 26 December 2014 15:47 dblaney1 wrote on Fri, 26 December 2014 15:32 Just did it with a cinematic as well. It homes just like it should. Tested it with me shooting it and also having the agt shoot at it. I had a chinook drop a turret in a cinematic. Agt homed onto the turret just like its supposed to. Tested it several times. Jonwil has a change 6 days ago that checks for attached units, so I guess you can scratch my complaint about attachments. Yup. It works perfectly. Testing one of my made up scenarios hardly tests all the possible things it could break.
creator: Jerad2142
date: 2014-12-26T22:52:22-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: If someone can show a case where an object has an immovable physics type AND isn't attached to another object via Commands->Attach_To_Object_Bone AND where having homing rockets affect it is desirable, (and can show why this object needs to have homing missiles affect it) I will consider further changes beyond the already announced "ignore this object for tracking purposes" flag
creator: jonwil
date: 2014-12-27T01:43:45-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Would anyone else like to see a view distance slider or is it just me?
creator: Jerad2142
date: 2014-12-27T17:52:19-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: An important note is any map that is saved in the 4.2 LE won't be backward compatible with any 4.1 players and below. Anyone running 4.1, or lets say, 3.4.4 renumbered to look like 4.1, well not see vehicles moving on that map. Personally I consider this a feature, as it should get rid of the last of the people still using trigger bot in 3.4.4.
creator: Jerad2142
date: 2014-12-27T18:23:37-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: view distance is actually server side, since the server will only send you netcode objects for things inside your view range. If you modify it client side you'll end up not getting updates for all the objects you should be able to see, which causes a lot of side effects like ghost vehicles in the wrong places etc.
creator: danpaul88
date: 2014-12-27T19:53:20-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: danpaul88 wrote on Sat, 27 December 2014 12:53 view distance is actually server side, since the server will only send you netcode objects for things inside your view range. If you modify it client side you'll end up not getting updates for all the objects you should be able to see, which causes a lot of side effects like ghost vehicles in the wrong places etc. Oh I know, ECW already deals with all that, but the Ren clients can still modify it via tt.ini so its not like we're giving them something they can't already do, just making it easier to do.
creator: Jerad2142
date: 2014-12-28T21:21:45-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Changes made since the test build was pushed: New script JMG_Send_Custom_When_Custom_Sequence_Matched Add a flag to allow objects that would otherwise be tracking targets to be ignored for tracking purposes Clear the image set by Set_Info_Texture on map load Fix an issue with some netcode debugs Things I have on my todo list: Fix issues with AI VTOLs (I now have a good testcase for this thanks to Jerad) Fix an issue with team name changing (once Jerad gives me some reproduction steps) Fix an issue with the weapon chart (once Jerad gives me some reproduction steps) Fix some issues caused if you repeatedly play single player/skirmish in certain circumstances (I have reproduction steps for this)
creator: jonwil
date: 2014-12-28T23:38:47-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Jerad Gray wrote on Sun, 28 December 2014 21:21 danpaul88 wrote on Sat, 27 December 2014 12:53 view distance is actually server side, since the server will only send you netcode objects for things inside your view range. If you modify it client side you'll end up not getting updates for all the objects you should be able to see, which causes a lot of side effects like ghost vehicles in the wrong places etc. Oh I know, ECW already deals with all that, but the Ren clients can still modify it via tt.ini so its not like we're giving them something they can't already do, just making it easier to do. tt.ini is cheat checked, modifying it on a client to change your view distance would trigger the anti cheat to boot you from the game. Since ghost vehicles can be abused (shooting at and damaging things that aren't really in that location) this is a good thing.
creator: danpaul88
date: 2014-12-29T13:46:10-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: danpaul88 wrote on Mon, 29 December 2014 06:46 Jerad Gray wrote on Sun, 28 December 2014 21:21 danpaul88 wrote on Sat, 27 December 2014 12:53 view distance is actually server side, since the server will only send you netcode objects for things inside your view range. If you modify it client side you'll end up not getting updates for all the objects you should be able to see, which causes a lot of side effects like ghost vehicles in the wrong places etc. Oh I know, ECW already deals with all that, but the Ren clients can still modify it via tt.ini so its not like we're giving them something they can't already do, just making it easier to do. tt.ini is cheat checked, modifying it on a client to change your view distance would trigger the anti cheat to boot you from the game. Since ghost vehicles can be abused (shooting at and damaging things that aren't really in that location) this is a good thing. Then its a useless configuration setting that shouldn't have been added in the first place.
creator: Jerad2142
date: 2014-12-29T20:07:14-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: View distance would be nice, however I would like to be able to set the lodbudget above 10000. Right now it just resets back to 10000. On larger maps even with vis a lot of characters even when close go to the lowest detail level. Especially PIC sydney even when its your own character. Looks terrible. Also does having a tt.ini in a package work now?. Not talking about the map specific ones. Just the plain tt.ini . If not could you make it work?
creator: dblaney1
date: 2014-12-29T20:18:14-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: It was added because there are mods that change it. Its not useless, just not useful for the things you think it should be useful for. As for lod budget, its limited to that value because of limitations (that we cant fix) elsewhere in the engine. And no, tt.ini in a package will never work as tt.ini is read once on game startup and never read again (hence why the per-map tt.ini stuff was created)
creator: jonwil
date: 2014-12-29T20:50:26-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: jonwil wrote on Mon, 29 December 2014 13:50 It was added because there are mods that change it. Its not useless, just not useful for the things you think it should be useful for. As for lod budget, its limited to that value because of limitations (that we cant fix) elsewhere in the engine. And no, tt.ini in a package will never work as tt.ini is read once on game startup and never read again (hence why the per-map tt.ini stuff was created) Can you make a server-tt.ini file then that gets loaded when a player joins. (just want the stuff that can be changed in the per map tt.ini) I just want a tt.ini that is loaded on all the maps on the server. I don't see any reason why this couldn't be done. These config files were created by the tt team. Also for the per map config files, could you add a setting that enables the secret (extras) purchase terminal slots by default. Edit: so this works globally in the tt.ini with UseExtraPTPages. Not sure if it works per map. I'll test it. Edit2: Tested it in a per-map-tt.ini. It didn't work. Would really appreciate if this could be fixed.
creator: dblaney1
date: 2014-12-29T22:20:08-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Jerad Gray wrote on Mon, 29 December 2014 20:07 danpaul88 wrote on Mon, 29 December 2014 06:46 Jerad Gray wrote on Sun, 28 December 2014 21:21 danpaul88 wrote on Sat, 27 December 2014 12:53 view distance is actually server side, since the server will only send you netcode objects for things inside your view range. If you modify it client side you'll end up not getting updates for all the objects you should be able to see, which causes a lot of side effects like ghost vehicles in the wrong places etc. Oh I know, ECW already deals with all that, but the Ren clients can still modify it via tt.ini so its not like we're giving them something they can't already do, just making it easier to do. tt.ini is cheat checked, modifying it on a client to change your view distance would trigger the anti cheat to boot you from the game. Since ghost vehicles can be abused (shooting at and damaging things that aren't really in that location) this is a good thing. Then its a useless configuration setting that shouldn't have been added in the first place. The settings in tt.ini are mainly for use by AR, APB etc that update both the client and servers at the same time. You can use it in ECW too as long as you patch the servers and client together.
creator: danpaul88
date: 2014-12-30T09:45:54-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: danpaul88 wrote on Tue, 30 December 2014 02:45 Jerad Gray wrote on Mon, 29 December 2014 20:07 danpaul88 wrote on Mon, 29 December 2014 06:46 Jerad Gray wrote on Sun, 28 December 2014 21:21 danpaul88 wrote on Sat, 27 December 2014 12:53 view distance is actually server side, since the server will only send you netcode objects for things inside your view range. If you modify it client side you'll end up not getting updates for all the objects you should be able to see, which causes a lot of side effects like ghost vehicles in the wrong places etc. Oh I know, ECW already deals with all that, but the Ren clients can still modify it via tt.ini so its not like we're giving them something they can't already do, just making it easier to do. tt.ini is cheat checked, modifying it on a client to change your view distance would trigger the anti cheat to boot you from the game. Since ghost vehicles can be abused (shooting at and damaging things that aren't really in that location) this is a good thing. Then its a useless configuration setting that shouldn't have been added in the first place. The settings in tt.ini are mainly for use by AR, APB etc that update both the client and servers at the same time. You can use it in ECW too as long as you patch the servers and client together. As I said, I'm talking more about my Renegade maps and other people's Renegade maps which are big enough you can see the max render distance.
creator: Jerad2142
date: 2014-12-30T13:38:58-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: jonwil wrote on Mon, 29 December 2014 13:50 As for lod budget, its limited to that value because of limitations (that we cant fix) elsewhere in the engine. Actually I hex edited ECW's .exe and sliding the slider for the Geometry slider up in game to max actually disables LOD, granted, what ever change I made I didn't sink with the RenConfig, so RenConfig always misreads it and thinks the LOD settings are lower than they actually are...
creator: Jerad2142
date: 2014-12-30T13:41:41-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: Hex editing things wont work in 4.2, all that stuff is handled by scripts now
creator: jonwil
date: 2014-12-30T20:58:32-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: jonwil wrote on Tue, 30 December 2014 13:58 Hex editing things wont work in 4.2, all that stuff is handled by scripts now Well then we should be able to fix it correctly... Which was the point I was getting at lol.
creator: Jerad2142
date: 2014-12-31T14:30:17-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: [quote title=Jerad2142 wrote on Fri, 26 December 2014 23:53]jonwil wrote on Sat, 20 December 2014 08:34 New EntryHelpMessage and EntryHelpMessageColor values on vehicles, if this is set then the message will be displayed in the center of the screen when the vehicle is entered. Intended for help messages like "press Q to deploy this vehicle". If we're already doing that for vehicles why not make it so we can trigger the message on custom so we can make objective messages appear and so forth? /quote] Doing what has been done with vehicles is easy because its handled by the vehicle code on client and server meaning no new netcode is needed. Doing what you ask needs new netcode.
creator: jonwil
date: 2015-01-05T12:36:11-00:00

Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it
type: item
description: [quote title=jonwil wrote on Mon, 05 January 2015 05:36] Jerad Gray wrote on Fri, 26 December 2014 23:53 jonwil wrote on Sat, 20 December 2014 08:34 New EntryHelpMessage and EntryHelpMessageColor values on vehicles, if this is set then the message will be displayed in the center of the screen when the vehicle is entered. Intended for help messages like "press Q to deploy this vehicle". If we're already doing that for vehicles why not make it so we can trigger the message on custom so we can make objective messages appear and so forth? /quote] Doing what has been done with vehicles is easy because its handled by the vehicle code on client and server meaning no new netcode is needed. Doing what you ask needs new netcode. Its just hard for me to imagine it would require much work as I did it hackly in ECW through shaders beings I didn't have access to bhs.dll. Seems like it would be so easy to do it correctly if we already have the code for networking open to us...
creator: Jerad2142
date: 2015-01-05T22:45:21-00:00