Engine, mod tools, map etc fixes that BHS may be doing [message #132563] |
Sun, 16 January 2005 20:14 |
|
For Core Patch 2, Blackhand Studios is going to try and fix as many renegade bugs as we can.
Here is the current list of things Blackhand Studios knows about and could look into. Note that the presense of something on this list doesnt mean it is fixed or will be fixed (or is even possible to be fixed), just that we are aware of it and are considering fixing it.
mod tools bugs to fix (and enhancements to add):
w3dview crashes when you exit the program
leveledit will crash if you try to load a w3d file that doesnt exist.
leveledit spits out an always.dbs file when you use the "export to mix file" which can lead to corruption of your always.dbs
leveledit has usefull hidden menu options that we could enable
leveledit has useless non-working menu options that we could disable
the renx material editor will appear on top of windows like the UVW window and the material navigator
leveledit doesnt read the contents of always2.dat correctly
the buttons under the preset tree have incorrect tooltips
the mod selection screen has a bug where clicking the close button causes garbage to be output into the leveledit folder. The fix is to remove the close button.
In some cases switching back to leveledit causes glitches where it doesnt repaint properly.
The "play" option for sound presets doesnt work.
There is a bug where if the main render window (with the level itself in it) is smaller than the render widgets for the door trigger and vehicle transition editors, the door trigger and vehicle transition editors are broken and dont work (this is most obvious for those running at 800x600 or lower resolutions or that have lots of extra stuff taking up screen space like IM clients or toolbars)
If you open a model in w3dview and click on a mesh in the mesh list where the mesh has "skin" settings (e.g. most meshes for human models), w3dview crashes.
The mod tools have other crash issues (which is why BHS needs people to tell us what they are)
Enhance leveledit to not put scripts.dll into a *.pkg file when you export
Enhance leveledit to copy scripts.dll and scripts2.dll into your leveledit folder when you create a mod package. Or alternativly (and probobly better), make it read scripts.dll and scripts2.dll and so on from the renegade folder itself.
Possibly release a new cleaner objects.ddb for use by mod makers with all the non-working junk removed (it would only be of use if you were doing a totally new mod with a new always.dbs etc or if you were doing a *.pkg, not if you were doing a *.mix)
Mabie make and release more tools for working with leveledit files (such as *.lvl, *.ldd, *.lsd, *.ddb etc)
map/w3d model type bugs to fix:
vehicles in tunnel on fieldts
base to base on snow
possible vis error for soldiers in tunnels on volcano
Weapons Factory vehicle construction zone is too large/in the wrong place on some Westwood maps
The PT inside the multiplayer obelisk of light has the wrong surface type (so instead of getting glass shatter sound and shards of glass when you shoot it, you get bullet marks and bullet sound
Some PTs can be accessed from outside their buildings
Some maps use the wrong name for the MCT aggregate in the NOD refinery. We could fix this for all Westwood/CP1/CP2 maps where it is possible to do that.
bad spawn point on the Hand Of Nod on under
engine bugs to fix:
transition animations for entering a vehicle dont work in MP
some on-screen messages such as "ammo is full" dont work in MP
weapons with unlimited bullets dont start loaded
tracked vehicles dont make terrain sounds
repair bay arc appears in the wrong place
mines appear in the wrong place on maps with repair bay
vehicle destruction animations dont work in multiplayer (assuming they were intended to/work on the host that is)
sounds like Harvester Under Attack & Turret Under Attack dont play in MP
sounds for picking up powerups dont play in MP
other sounds dont play in MP (the team will go through the code and find any calls to the sound libraries that dont trigger in MP and fix them)
bug with proximity C4 where you start with 5 instead of 6
change the engine so that it doesnt read *.dep files (will speed up map loading)
server bugs to fix:
linux FDS doesnt support WOL
linux FDS doesnt support RenRem
Any remaining bugs that can be used to crash a server (bugs withheld to prevent misuse)
possible enhancements (things that arent bugs per se but that we can look at for CP2)
If you have a mouse with extra buttons (like my 4-button+wheel Microsoft Optical USB Intellimouse), renegades input system doesnt handle the "official" microsoft way of using the extra buttons
change the renegade messages around to make them cooler (i.e. instead of "x killed y" you could have something like "x killed y with the Laser Rifle" or "x maimed y with the Personal Ion Cannon" or something similar.
Custom text on the loadscreen generated dynamically (e.g. a server MOTD or something like that)
Fix the loadscreen so that we dont need the ugly font anymore
If anyone else knows of any other items to put onto the list, post here.
And if there are items people dont want BHS to fix (e.g. the "access PT from outside building" issues), post here also.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
[Updated on: Sun, 05 June 2005 06:39] Report message to a moderator
|
|
|
|
|
|
|
Engine, mod tools, map etc fixes that BHS may be doing [message #132600] |
Mon, 17 January 2005 03:45 |
|
ok, 2 more things that will be in Core Patch 2.
We have fixed Islands and Volcano (the versions included in the client side CP1 were broken because the scripts didnt get applied to the objects correctly which broke SSAOW) and both of those will be in SSCP1.3 as well as client side Core Patch 2 (they dont really affect anyone not using SSAOW since the missing scripts dont do anything essential unless you are using SSAOW so we dont need to update the client-side part of CP1)
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
|
|
|
|
|
|
|
|
|
|
|
Engine, mod tools, map etc fixes that BHS may be doing [message #133268] |
Fri, 21 January 2005 02:16 |
|
ok, with the new code I added to 2.1 to make it not read the dep files, the loadtime is way down. (think fast like RenAlert)
This means that putting custom text on the loadscreen is pointless since it doesnt spend long enough there for you to read it.
Also, we are considering cnaging the screenshot code to spit out something smaller than TGA (like PNG) instead.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
|
|
|
|
Engine, mod tools, map etc fixes that BHS may be doing [message #134299] |
Tue, 25 January 2005 08:11 |
|
we are going to also look into fixing bugs to do with not being able to access PTs properly sometimes.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
|
|
|
|
|
Engine, mod tools, map etc fixes that BHS may be doing [message #135328] |
Mon, 31 January 2005 03:54 |
dead6re
Messages: 602 Registered: September 2003
Karma: 0
|
Colonel |
|
|
Ive got something that needs fixing. It may be impossible but...
The "ban" command
For the renegade.exe and the fds it doesnt work. Tried fixing it yet or anything about it? Im interested if its all there but just wont write to the file.
|
|
|