scripts.dll 3.0 WIP update [message #219659] |
Fri, 15 September 2006 10:12 |
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Various general improvements and small fixes
Changes to make the shadows look better (as shown off by the RenAlert team)
New hud.ini keywords to change the color used for the text in list boxes/list controls
New hud.ini keywords to change the color used for the text in purchase buttons (i.e. those on the PT/sidebar that you use to buy stuff)
New hud.ini keywords to change the color used for the currently highlighted entry on the main menu
New hud.ini keywords/feature to allow for an optional sound to play when items are bought with the sidebar, with different sounds for refill, soldiers and vehicles
A new engine call to display the "you do not have the required security to access this terminal" dialog
A fix for "turret lag" (thanks to BlackIntel for this fix)
A fix so that the ::Created event will be called for scripts attached to a C4GameObj
Changes to crashdump.txt to print (if applicable) the current map, current mod package (if any), current player count and time remaining
Changes to crashdump.txt to print the CRC32 of all loaded modules (not just the specific modules that were printed before)
A change so that calls to Set_Screen_Fade_Opacity and Set_Screen_Fade_Color (such as the RenAlert underwater effect) do not apply to the HUD
A change so that the win32 FDS will no longer try to write to the registry RunOnce key anymore
A new console command that is host only that will display a w3d file (optionally with an animation) in a dialog box. Use this to test out w3d files.
Improvements to the definition of various dialog box related classes including definitions of a few utillity classes.
A definition of ViewerCtrlClass (used for the model viewer dialog and also the encyclopedia in SP)
A definition of InputCtrlClass (used for the keyboard/mouse configuration dialog and will be used for the new feature I am looking into that does what keycfg.exe does only inside renegade directly)
A definition of IMECandidateCtrlClass (needed for EditCtrlClass which I am working on a definition of)
A definition of ChildDialogClass (needed for various things)
New script, SH_Spawn_Difficulty. Spawns an object depending on the current difficulty level. (with a different object possible for each difficulty level)
New engine calls that let you read files using the same load logic as renegade does (i.e. you can read files from the mix files and if they are in the data folder, it overrides the mix files etc)
A new engine call that will drop a connection just like that (you give it a player ID and it drops that players network links)
Fixes to a few places where memory leaks could occur
A new set of engine calls/classes that can be used to read & write files that are in the chunked data format used by renegade (i.e. the format of w3d files, objects.ddb, strings.tdb etc)
A new engine call that will determine if there are any instances of <unit> <team> within <range> of <location>
New engine calls to set the ladder points and rung of a player (requested by WhiteDragon for SSAOW)
A few small improvements to the definition of NetworkObjectClass
Definitions of some of the basic GameObject classes (I have plans to define more)
A few small improvements to the definition of ActionParamsStruct (not that much and, no, it doesnt help with AI stuff
A new script JFW_Cinematic_Attack_Command which is a clone of M00_Cinematic_Attack_Command_DLS
A new script JFW_Cinematic which is a clone of Test_Cinematic
A new script JFW_Cinematic_Kill_Object which is a clone of M00_Cinematic_Kill_Object_DAY
A new script JFW_Reflect_Custom_Delay which is like JFW_Reflect_Custom but has a delay before it sends the message back
A new script JFW_Radar_Jammer. Basicly, if the jammer unit is within a certain range of the radar dome, the radar goes down.
A new script JFW_Sidebar_PT which is much the same as the PTs but triggers the sidebar.
A new script JFW_2D_Sound_Startup which plays a global 2D sound on startup (good if you wanted to e.g. have an announcement to all players when a certain special unit was bought)
Fixes to JFW_Nod_Turret and the obelisk and advanced guard tower scripts
A new script JFW_Disable_Loiter which is a clone of M00_Disable_Loiter_DAY
A new script JFW_InnateIsStationary which is a clone of M00_InnateIsStationary
A new script JFW_Generic_Conv which is a clone of M00_Generic_Conv_DME
A new script JFW_Disable_Hibernation which is a clone of M07_Disable_Hibernation
A new script JFW_Radar_Spy_Zone which is designed for a spy effect inside the radar dome. Basicly, if the spy enters the zone, the spies teams radar dome is dead and the enemies radar is up (not dead or jammed), the spies team gets free permanent unjammable radar back
A few enhancements to the script commands in scripts.h
There is another feature I cant reveal yet but I will say that it is the biggest feature to be added to renegade since I first released version 0.95 alpha of the custom scripts.dll.
Also, I have investigated the possibility of merging in some/all of the work done for the Scud Storm mod but it is way too messy to include into the official scripts.dll
Here is a list (minus the stuff I cant talk about yet of things I am working on further for 3.0: (this is just a plan list, nothing is set in concrete yet)
Some engine calls to get information about a weapon (e.g. what style it is)
A player has left the game hook (I think I may have found the right place to hook at last)
Hooks to detect C4 and beacon detonation
Possible further scripts and enhancements to make cinematics more usefull (e.g. scripts to take objects from the game world and put them into slots in the cinematic so you can do stuff to them and enhancements to what cinematics are capable of)
Further work on the dialog stuff (more controls and other stuff)
Fix the bug where the pinfo and ID console commands dont display all the players sometimes (if I can find the problem)
Fix the bug where the EJECT console command doesnt always kick everyone out.
Possibly document the dialog box stuff (i.e. which controls use which hud.ini keywords and which w3d files and which textures and stuff) either as part of the scripts.dll distribution or as a post here (like I did with the cinematic stuff)
Possibly splitting up engine.cpp into multiple files (since its so large)
Possibly a reserved slots feature
Possibly a new dialog that does the same thing as keycfg.exe but inside renegade (and it would be better than keycfg.exe)
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: scripts.dll 3.0 WIP update [message #219672 is a reply to message #219659] |
Fri, 15 September 2006 10:28 |
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danpaul88
Messages: 5795 Registered: June 2004 Location: England
Karma: 0
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General (5 Stars) |
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Can I request the following console commands;
kill (id)
Kills the specified player
grant_money (id) (amount)
Grants the specified player a the specified amount of credits.
take_money (id) (amount)
Takes the specified amount of credits away from the specified player.
If there are existing console commands that do these could you post their names please? Thanks I checked the commands.txt I have and there does not seem to be any that do these, but perhaps I have an out of date commands.txt...
[Updated on: Fri, 15 September 2006 10:29] Report message to a moderator
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Re: scripts.dll 3.0 WIP update [message #219677 is a reply to message #219659] |
Fri, 15 September 2006 10:35 |
StealthEye
Messages: 2518 Registered: May 2006 Location: The Netherlands
Karma: 0
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General (2 Stars) |
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commands.txt should be created/updated when the fds runs, based on the registered console commands while running afaik.
I like the changes, especially the cleaning up like
- Definitions of some of the basic GameObject classes (I have plans to define more)
- Possibly splitting up engine.cpp into multiple files (since its so large)
I'm also very interested in the secret feature, but I guess I'll have to wait
What exactly was changed to the following?
- Fixes to JFW_Nod_Turret and the obelisk and advanced guard tower scripts
[edit]
Yes, including the wall lag fix client side might be a good idea.
Nightma: possible, but not nice, teamchanging twice or something? I think a console command would be better
BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
[Updated on: Fri, 15 September 2006 10:37] Report message to a moderator
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Re: scripts.dll 3.0 WIP update [message #219679 is a reply to message #219659] |
Fri, 15 September 2006 10:41 |
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Nightma12
Messages: 2593 Registered: August 2003
Karma: 0
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General (2 Stars) Category Moderator |
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lol, well i know bhs.dll used to have KILL... but it was removed for some reason
EDIT: could the IGNORE <text> console command be added?
any text passed to it will not appear ingame when typed in team chat, but it will still appear in the log files
eg:
IGNORE abc
IGNORE poooo!!!!!
then both of the above would not be possible to type in IRC, untill next server restart, however you will still be able to type it to IRC
[Updated on: Fri, 15 September 2006 10:45] Report message to a moderator
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Re: scripts.dll 3.0 WIP update [message #219687 is a reply to message #219684] |
Fri, 15 September 2006 11:09 |
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futura83
Messages: 1285 Registered: July 2006 Location: England
Karma: 0
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General (1 Star) Viva la Resistance! |
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someone shouldnt do that in a 1v1 anyway! it could be classed as cheating.
This is a signature. Reading this is wasting your time.
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Re: scripts.dll 3.0 WIP update [message #219691 is a reply to message #219659] |
Fri, 15 September 2006 11:17 |
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danpaul88
Messages: 5795 Registered: June 2004 Location: England
Karma: 0
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General (5 Stars) |
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brenbot 1.43 only lets admins use !kill (by default), and has no !killme command at the moment, although I am thinking about adding one.
Didn't realise about the mines, but it does makes sense. Another reason to have kill . Anyway, its up to jonwil if he decides to add these.
[Updated on: Fri, 15 September 2006 11:18] Report message to a moderator
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Re: scripts.dll 3.0 WIP update [message #219856 is a reply to message #219659] |
Sat, 16 September 2006 10:44 |
BogdanV
Messages: 22 Registered: September 2006 Location: Romania, IASI
Karma: 0
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Recruit |
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Starting from my first days of moding Renegade, I was allways going on trying to push the engine to it's limits in simulating phisical interaction between the game's entities. I never had a vast array of tools, things to help me out, what was given in the standard LE is all I've got. For most of my job, I never used scripts and come to the conclusion that without any modification, the W3d engine version used in Renegade has a vast array of possibilities. You only have to know what you want and try to obtain it with what you've got, with little or no help at all. Throughout my experiments, some of them I'd like to mention :
-interactive props (decorations that move when pushed, ie: boxes)
-"emulated" buildings that can be deployed via a MCV(still limited in capabilities - WIP)
-extended phisics simulations using tiles
-real working surveilance cameras
Now, I'm trying to make some models in special circumstances behave like vehicles but can be accesed inside (walked through), think of BF's ships - you can drive them and walk on them.
Sadly, for this last part, I've got everything working fine (mostly), but I need a quite simple script (I think simple since I'm a C++/C# learner, so I don't know too much relating to this)
The script I'm desperatly needing may be of the following type (depending on which is easyer to make):
-"poke and play anim" - type of script
-"custom play anim" - type of script
-"play anim" script with the following parrameters :
* id of the preset to play the anim on
* animation : w3d anim to play ( ie: model.anim, anim.anim)
If there are still uncertainties relating to the truth behind what I've said, just say and I'll upload some in-game recordings of what I've already said. I'm not a n00b asking just to say something and I didn't intended to praise myself with what I've written in this post. I just want to assure that if such a script will be made, I know how to use it and how to exploit it to it's maximum capacity. A script that is not dedicated to a certain thing has a higher longevity than one dedicated to a certain fact. It has a higher longevity because it offers you more possibilities in what to use it, giving you a higher degree of liberty in actions. I'm puting all my hope in this request and I hope that I won't be ignored without even being informed that it isn't possible for a certain reason. I am open to any information what so ever, so I won't accept recieving no answer relating my request. As I said before, I don't want to praise myself, I'm certainly not a n00b and I didn't wanted to offend anyone and I don't want to be unpolite, so please, any answer what so ever will be accepted. Sorry for such a long post.
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Re: scripts.dll 3.0 WIP update [message #220017 is a reply to message #219659] |
Sun, 17 September 2006 04:53 |
BogdanV
Messages: 22 Registered: September 2006 Location: Romania, IASI
Karma: 0
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Recruit |
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Shure. I'll post some videos right away. These are the recordings I've got at the moment. I had a video of the "pushable" boxes, but it seems that I've lost it. I'll re-make a recording of the boxes and attach it later on.
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Re: scripts.dll 3.0 WIP update [message #220020 is a reply to message #219659] |
Sun, 17 September 2006 05:16 |
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futura83
Messages: 1285 Registered: July 2006 Location: England
Karma: 0
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General (1 Star) Viva la Resistance! |
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umm...the vids are in WMV, i'm running linux, and need a plugin; anyone know a good vid player for suse 9.1 that can run WMVs?
This is a signature. Reading this is wasting your time.
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