Re: Thoughts on 2.7 and beoynd [message #194405 is a reply to message #194057] |
Wed, 29 March 2006 23:37 |
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Spice
Messages: 1448 Registered: November 2003 Location: Ohio
Karma: 0
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General (1 Star) |
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Is it possible to inscrease the ammount of total muzzle bones on a vehicle and weapon? Like with weapons you can only have one muzzleA bone, and with vehicles you can have two muzzleA bones and two muzzleB bones.
the same thing with the maxium ammounts of turret and barrel bones?
Maybe there is a parameter somewhere you can hexedit in to the exe?
[Updated on: Wed, 29 March 2006 23:38] Report message to a moderator
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Re: Thoughts on 2.7 and beoynd [message #194838 is a reply to message #194057] |
Sun, 02 April 2006 06:27 |
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I have begun coding work on 2.7.
So far, I have added:
A hook similar to the player join hook to detect bhs.dll version. Any time the "The Version of Player x is y.z" string is displayed, the hook is called and passed the player ID and version.
A bug fix to Get_Object_Color (it should now work
A bug fix to TimeRemaining_Seconds (change to float like it should be)
void Damage_Occupants(GameObject *obj,float Damage,const char *Warhead); //Damage all the occupants of a vehicle
A new script JFW_Damage_Occupants_Death which will damage all occupants of whatever vehicle it is on when killed.
Versions of JFW_Character_Buy_Poke, JFW_Refill_Buy_Poke, JFW_Vehicle_Buy_Poke, JFW_Powerup_Buy_Poke, JFW_Preset_Buy_Poke, JFW_Group_Purchase_Poke, JFW_Powerup_Buy_Poke_Timer, JFW_Weapon_Buy_Poke, JFW_Preset_Buy_Poke_Timer & JFW_Preset_Buy_Poke_Custom that play a sound if you dont have enough cash for the item.
A new script JFW_Vehicle_Extra. Basicly, when this script is created, it creates an object at a particular bone (and attaches it). Then when the object is killed, the created attachment is destroyed too (doesnt have to be a vehicle, despite the name
A new console command to disarm all C4 of a player
A new console command to disarm all proximity C4 of a player
Also, I am currently working on some new stuff for hud.ini
Set HealthEnabled=true or ShieldEnabled=true and the normal renegade health and shield text is not drawn. Instead, my custom text is drawn. This custom text can have any color you like as well as having a position on the screen (I am still trying to work out the kinks do I dont know exactly how the position will work). And you can pick what text to use for it (a font texture made up like FONT12x16.TGA or FONT6x8.TGA)
This is naturally only the start, I plan to expand hud.ini further
And I got more to come for 2.7 too
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
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Re: Thoughts on 2.7 and beoynd [message #194879 is a reply to message #194057] |
Sun, 02 April 2006 15:34 |
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I dont know if per-map loadscreens will work or not. It depends on where in the load process the map mix file is opened and read.
But I will see what I can do.
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
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Re: Thoughts on 2.7 and beoynd [message #194912 is a reply to message #194057] |
Sun, 02 April 2006 19:35 |
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The game is hardcoded to read C&C_xxx.mix (unless you hex edit it like RenAlert did)
AmunRa, the main problem with making console commands take names as well as IDs is that names can have spaces in them.
If you did something like PAMSG jonathan wilson test how is the code to know whether you mean nickname of jonathan and string of wilson test or nickname of jonathan wilson and string of test?
Switching to comma (or something else) seperated values instead of space seperated could work except that it would break all the bots (that would try to send space seperated commands and probobly cause the FDS to crash)
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, 02 April 2006 19:38] Report message to a moderator
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Re: Thoughts on 2.7 and beoynd [message #194971 is a reply to message #194057] |
Mon, 03 April 2006 07:23 |
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I have sucessfully completed the code to let you move/change the health and armour numbers.
I am working on the 2 ammo numbers next (currently writing engine calls to get various ammo numbers for current gun, specific gun etc)
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
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Re: Thoughts on 2.7 and beoynd [message #194987 is a reply to message #194057] |
Mon, 03 April 2006 10:45 |
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Spice
Messages: 1448 Registered: November 2003 Location: Ohio
Karma: 0
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General (1 Star) |
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so for character weapons we can now have a muzzleA and muzzleB bone?! We can also have more turret, barrel and muzzle bones in general?
Such as MuzzleA0, MuzzleA1 and MuzzleA2 and it will cycle through each as it fires?
[Updated on: Mon, 03 April 2006 10:46] Report message to a moderator
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Re: Thoughts on 2.7 and beoynd [message #195047 is a reply to message #194057] |
Mon, 03 April 2006 16:12 |
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Shadow2256
Messages: 42 Registered: April 2006
Karma: 0
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Recruit |
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I might be way over my head here, but I know this is possible (All three):
- Making it possible for the host, or moderators/admins to use a "fly" command. Obviously granting the ability to fly around like you would in a VTOL, only you are a person. Know this is possible because I use to own the script. I don't have it anymore. Was originally done by GhostSWT.
- Allowing the Getpos/Setpos x,y/(Player Name) Setpos x,y
- A "player halt" command which would stop the player in their tracks, and not allow them to move or shoot. Allowing them to spin and look around though. It would be exactly like the "Gameplay Pending" thing before someone joins your game. Only, this would stop them. I think this would be useful for stopping a potential/suspected cheater in his tracks, or stopping an exploiter or rule breaker.
I definitely know all three of these are possible. Question is, would you be up to it Jon? I am hoping for these from a modding or host game thing, not for running or playing on servers with.
Thanks for your time in all of this.
------------------
Yea, not all cheaters are looking to destroy Renegade. I may help em, but what's to say that I cheat? Or even play Renegade that much at all anymore? Nothing. I am here because this is the Renegade Community Forums. No rules say cheaters are not allowed here. Maybe the cheats themselves, but never the person. I am not here to crticize any of you. I visit these forums just about everyday. I like to watch people's progress on things. I would never wish to destroy the Renegade Community.
By the way: I am an Extreme C&C Reborn Fan.
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Re: Thoughts on 2.7 and beoynd [message #195081 is a reply to message #194057] |
Mon, 03 April 2006 19:54 |
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Not yet but adding new muzzle bones is something I wanna look into.
I wont be adding player halt, fly or teleport.
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
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Re: Thoughts on 2.7 and beoynd [message #195084 is a reply to message #195081] |
Mon, 03 April 2006 20:36 |
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Spice
Messages: 1448 Registered: November 2003 Location: Ohio
Karma: 0
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General (1 Star) |
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jonwil wrote on Mon, 03 April 2006 22:54 | Not yet but adding new muzzle bones is something I wanna look into.
I wont be adding player halt, fly or teleport.
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Yeah, deffinitly. That adds a lot more options for vehicle setup. Such as real X-Wing setup for the Swmod, Mammoth Tusk missles moving with the barrels in Red alert and not to mention the Reborn Mammoth MKII being able to aim with the machine gun turret and rail guns simuntaniously.
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Re: Thoughts on 2.7 and beoynd [message #195580 is a reply to message #194057] |
Sun, 09 April 2006 07:37 |
=HT=T-Bird
Messages: 712 Registered: June 2005
Karma: 0
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Colonel |
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It would be nice to have a console command that printed out a player's UniqueID value. For instance, an IRC bot could get the UniqueID of a player and use it to authenticate them against a moderator's UniqueID.
HTT-Bird (IRC)
HTTBird (WOL)
Proud HazTeam Lieutenant.
BlackIntel Coder & Moderator.
If you have trouble running BIATCH on your FDS, have some questions about a BIATCH message or log entry, or think that BIATCH spit out a false positive, PLEASE contact the BlackIntel coding team and avoid wasting the time of others.
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Re: Thoughts on 2.7 and beoynd [message #195625 is a reply to message #194057] |
Sun, 09 April 2006 15:32 |
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What do you mean by UniqueID?
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
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Re: Thoughts on 2.7 and beoynd [message #195633 is a reply to message #195625] |
Sun, 09 April 2006 16:44 |
=HT=T-Bird
Messages: 712 Registered: June 2005
Karma: 0
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Colonel |
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jonwil wrote on Sun, 09 April 2006 17:32 | What do you mean by UniqueID?
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UniqueID=some sort of hash of their serial AFAIK...it's one of the ban criteria the FDS can use...
HTT-Bird (IRC)
HTTBird (WOL)
Proud HazTeam Lieutenant.
BlackIntel Coder & Moderator.
If you have trouble running BIATCH on your FDS, have some questions about a BIATCH message or log entry, or think that BIATCH spit out a false positive, PLEASE contact the BlackIntel coding team and avoid wasting the time of others.
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Re: Thoughts on 2.7 and beoynd [message #195648 is a reply to message #194057] |
Sun, 09 April 2006 18:46 |
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dudley
Messages: 115 Registered: April 2005 Location: Germany
Karma: 0
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Recruit |
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the serial hash (brenbot uses to ban players)is being read by renguard afaik, but yes, would be nice if the fds would have had the ability to read/store/use them, too
The dead know only one thing: it's better to be alive.
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Re: Thoughts on 2.7 and beoynd [message #195829 is a reply to message #195806] |
Tue, 11 April 2006 13:53 |
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Mad Ivan
Messages: 513 Registered: February 2003 Location: United Kingdom
Karma: 0
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Colonel |
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Cat998 wrote on Tue, 11 April 2006 16:21 |
theplague wrote on Tue, 11 April 2006 04:25 | :S kinda has nothing to do with scripts, the serial hash is sent from the RG master server to the rg server linked to the FDS.
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How are GSA servers be able to kick players with invalid serials
then ?
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They aren't anymore.
My LinkedIn profile
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Re: Thoughts on 2.7 and beoynd [message #195840 is a reply to message #194057] |
Tue, 11 April 2006 14:54 |
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Cat998
Messages: 1082 Registered: January 2004 Location: Austria, Vienna
Karma: 0
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General (1 Star) Moderator/Captain |
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Im talking of unpatched servers.
When people ask me "Plz" just because it's shorter than "Please" I feel perfectly justified to answer "No" because it's shorter then "Yes"
Programming is like sex: one mistake and you have to support it for the rest of your life
Want the best answers? Ask the best questions!
"So long, and thanks for all the fish."
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