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scripts.dll 3.0 WIP update [message #223047] Thu, 28 September 2006 03:19 Go to next message
jonwil is currently offline  jonwil
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I have decided not to release a "2.10" and to go straight to 3.0
Here is a list of what is currently in 3.0:
Improvements to the definition of StringClass (it is now a 100% clone of the class or so)
Clones of ChunkLoadClass and ChunkSaveClass which are used to read and write the chunked data format used for w3d files, objects.ddb, map files, strings.tdb etc.
A clone of RawFileClass (only for win32 though) to enable use of ChunkLoadClass and ChunkSaveClass outside of renegade. (inside renegade you use the Get_Data_File and Close_Data_File engine calls to read and write files).
Bug fixes (including memory leak fixes) to various things.
Removal of the broken GetMaxPlayerID engine call with a new method being used for the ID and PINFO console commands.
A fix to the Change_String engine call to do things using the new StringClass stuff.
Definitions of various miscellanious classes
Various improvements to existing definitions
Definitions of BaseGameObj, BaseGameObjDef and ScriptableGameObjDef
FileClass *Get_Data_File(const char *file); //Open a file using the mix file opening logic
void Close_Data_File(FileClass *file); //Close a file that was opened with Get_Data_File
bool Is_Unit_In_Range(const char *preset,float range,Vector3 location,int team); //Is the given unit type in range of a location
void Destroy_Connection(int PlayerID); //Drop a player from the game by cutting off their network link
void Set_Ladder_Points(int PlayerID,int amount); //Set the ladder points of a player
void Set_Rung(int PlayerID,int amount); //Set the rung of a player
int Get_Current_Weapon_Style(GameObject *obj); //Get weapon style for an objects current gun
int Get_Position_Weapon_Style(GameObject *obj,int position); //Get weapon style for an objects gun at a specific position
int Get_Weapon_Style(GameObject *obj,const char *weapon); //Get weapon style for a specific gun (if the object doesnt have the gun, return is zero)
void Disable_Enlisted_By_Name(unsigned int Team,const char *Name); //Disable an enlisted unit by name
void Disable_Preset_By_Name(unsigned int Team,const char *Name); //Disable a preset by name
const char *Get_Powerup_Weapon_By_Obj(GameObject *Powerup); //Get the name of a powerup weapon given a PowerupGameObj
JFW_Cinematic_Attack_Command, a clone of M00_Cinematic_Attack_Command_DLS
JFW_Cinematic, a clone of Test_Cinematic
JFW_Cinematic_Kill_Object, a clone of M00_Cinematic_Kill_Object_DAY
JFW_Reflect_Custom_Delay, a clone of JFW_Reflect_Custom but with a delay
Small fixes/improvements/bug fixes to existing scripts (e.g. fixes to my clones of the AGT and Obelisk scripts)
JFW_Radar_Jammer, a script for a radar jammer vehicle
JFW_Sidebar_Key_2, a clone of MDB_Sidebar_Key but plays a sound anytime the sidebar key is enabled (i.e. anytime the key becomes active)
JFW_Sidebar_PT, a script to make a PT that shows the sidebar
JFW_2D_Sound_Startup, a script to play a 2D sound on startup (usefull to put on an object to announce to the world that a C4 object has just been placed or that a certain unit has been bought or something)
JFW_Disable_Loiter, a clone of M00_Disable_Loiter_DAY
JFW_InnateIsStationary, a clone of M00_InnateIsStationary
JFW_Generic_Conv, a clone of M00_Generic_Conv_DME
JFW_Disable_Hibernation, a clone of M07_Disable_Hibernation
JFW_Radar_Spy_Zone, when the zone is entered by the spy, if your radar dome is dead and the enemy has radar working (i.e. dome not dead and radar not being jammed), your team gets free unjammable radar for the rest of the game.
JFW_2D_Sound_Zone_Team plays a 2D sound on zone entry for a given team but with a delay before the sound is played.
Kamuix_Death_Team_Win and Kamuix_Kill_Change, new scripts done by Kamuix
MDB_Set_Ammo_Granted_Weapon_On_Pickup, MDB_Set_Ammo_Current_Weapon_On_Pickup and MDB_Set_Ammo_On_Pickup, new scripts done by WhiteDragon
Improvements to the definition of ActionParamsStruct
Improvements to the definition of Get_Sync_Time and Attach_To_Object_Bone
SH_Spawn_Difficulty, new script that spawns an object on startup with a different object for each difficulty level.
Small changes to bhs.dll stuff
New hud.ini keywords to let you change the color used for the text in list boxes and list controls.
New hud.ini keywords to let you change the color used for the text in the PT/sidebar purchase buttons.
New hud.ini keywords to let you change the black color you see when you mouse over a meny entry on the main menu.
New hud.ini keywords and new feature that have new purchase sounds for the sidebar, one for refills, one for infantry and one for vehicles.
Improvements to the way I read values from the registry (such as the screenshot format and client chat log settings)
The black-intel turret lag fix
A clone of the DX8Caps class used to identify your graphics card and its capabilities.
The high quality shadows shown off by the RA:APB team before
A change to make ::Created be called propery for C4GameObjs
Printing of the current map, current mod package, current player count and time remaining in the crashdump.txt (if applicable)
Printing of details of your video card (the stuff detected by DX8Caps) in crashdump.txt (client only)
Printing of the CRC32 of all loaded modules, not just scripts.dll/bhs.dll
A change so that Set_Screen_Fade_Color and Set_Screen_Fade_Opactity (e.g. underwater effects in RA:APB) dont affect the HUD
Changes to the edit control (including the edit portion of editable combo box controls) to allow the use of ctrl-x to cut, ctrl-c to copy and ctrl-v to paste. Interacts with the normal windows clipboard.
A change so that the windows FDS wont try to write to the startup stuff in the registry anymore.
Fixes to the ID and PINFO console commands, the issues people were having before with not all players being output should be gone.
A new console command that displays a w3d file (with an optional animation) in the same widget the single player nod encyclopiedia thing uses. Its host only and is intended for testing stuff.
Big improvements to a number of dialog box classes and controls (including defintions of a number of new controls and classes)
A new "BHS.DLL Options" button in the configuration options.
A new configuration dialog to configure bhs.dll stuff, so far it has an option to select the screenshot format, one to select whether client chat logs are enabled and one to enable/disable the high quality shadows feature (on really old systems with crappy RenderTarget performance, they will slow things down). "Enabled" is the default for the feature though.
A new engine call to display the "you dont have the required security to access this terminal" dialog for a given player.
There is also a new feature that I call d3d9. Basicly, it does the same thing as scorpio's RenD3D9 (makes renegade use d3d9 instead of d3d8) but with less bugs. (several people who were unable to use RenD3D9 are able to use this new one without problems) In addition it does not yet have the FSAA and filtering options that RenD3D9 has (although they will probobly be added at a later date). Note that this new D3D9 is a required component of scripts.dll 3.0 (because of the enhanced shadows for one) and that you must use it. (if you dont, bhs.dll will crash) Also, you can not use RenD3D9 anymore, this replaces it.

The following features are currently slated to be in 3.0:
Further scripts and engine calls from WhiteDragon
Scripts from NeoSaber for RA:APB (I know he has some stuff that is WIP like the gap generator stuff)
Changes to the ExpVehFac scripts to send a custom to newly purchased vehicles to tell them who bought them.
Improvements to the DX8Caps class clone to detect more video cards (including all the cards released since renegade was released) and more driver versions as well as to do more "vendor specific hacks" applicable to these newer cards.
Hooks to detect C4 and Beacon detonation
A "player has left the game" hook
The wall lag fix from Black-Intel
A "ladders in multiplayer" fix figured out by the Black-Intel guys.
New scripting for a naval transport that can cary vehicles
New scripts to display enemy army information when the spy enters the barracks or weapons factory
Possible new scripting for a working Sonar Pulse
A script that will lock a vehicle either to the current driver (used with the naval transport so that only the person who was driving it when it went into the transport can claim it when it comes back out) or to the purchaser (used so that only the purchaser can get into it for a limited time after its bought)
In both cases, enemy spies can steal the vehicle.
A new console command to en/disable the HUD (usefull for screenshots/movies)
A new script to play sounds like "30 minutes remaining", "20 minutes remaining" etc at the right time.
A new repair bay script so that vehicle repairing costs money (and so that you press a key in order to trigger the start of repairing)
Additional options on the bhs.dll configuration dialog to configure the keys.cfg extended bhs.dll keys (will do the same job as keycfg.exe does now)
Possibly documentation in bhs.txt of which dialog box controls use which hud.ini keywords, which textures and which w3d files. Intended to make it easier to know what you need to change.
A bug fix to the StealthRenderStateChangeEnabled hud.ini keyword (exactly whats broken I dont yet know)
A bug fix to the win console command on linux (exactly whats broken I dont yet know)

Also, the really big and really cool feature that I still cant reveal yet is still being worked on and WILL be in scripts.dll 3.0. (those of you who already know what it is, please do not spill the beans on it Smile


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
Re: scripts.dll 3.0 WIP update [message #223057 is a reply to message #223047] Thu, 28 September 2006 05:21 Go to previous messageGo to next message
Stumpy is currently offline  Stumpy
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nice Big Grin

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Re: scripts.dll 3.0 WIP update [message #223059 is a reply to message #223047] Thu, 28 September 2006 05:35 Go to previous messageGo to next message
Blazea58 is currently offline  Blazea58
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Holly crap thats alot of features there.

Quote:

A "ladders in multiplayer" fix figured out by the Black-Intel guys
Does this mean helicopters and vehicles alike won't get stuck to ladders anymore?

Quote:

A new repair bay script so that vehicle repairing costs money (and so that you press a key in order to trigger the start of repairing


This seems like a nice feature, would you be able to edit which button or is it set?


I don't know if this has anything to do with what you look into, but it sure would be nice if there was a way to increase renegade's maximum texture sizes of 2048x2048. If it's any higher, renegade displays the westwood symbol.


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[Updated on: Thu, 28 September 2006 05:45]

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Re: scripts.dll 3.0 WIP update [message #223062 is a reply to message #223047] Thu, 28 September 2006 06:05 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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Yup, the list looks nice Smile

Quote:

Does this mean helicopters and vehicles alike won't get stuck to ladders anymore?
Yes. Is there another ladder bug then?

Quote:

This seems like a nice feature, would you be able to edit which button or is it set?
I guess it would work in the same way as the keycfg keys. I'm not sure though.


BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
Re: scripts.dll 3.0 WIP update [message #223087 is a reply to message #223047] Thu, 28 September 2006 07:59 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Any plans to add the

Kill (id)
Grant_money (id)
Take_money (id)

console commands I suggested before?


http://steamsignature.com/card/1/76561197975867233.png
Re: scripts.dll 3.0 WIP update [message #223092 is a reply to message #223062] Thu, 28 September 2006 08:41 Go to previous messageGo to next message
Ivan275 is currently offline  Ivan275
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StealthEye wrote on Thu, 28 September 2006 06:05

Yes. Is there another ladder bug then?

When 2 or more players are climbing on the same ladder at the same time when they get to the top and transition from climbing to walking they get stuck together. Any one else climbing the same ladder later will also get stuck in them.
Re: scripts.dll 3.0 WIP update [message #223099 is a reply to message #223047] Thu, 28 September 2006 08:59 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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Eh? The code causing the vehicle stuck problem was the code to fix that bug... The player collision mode is transformed to ghost collisions which does not collide with other soldiers (it does with vehicles though).
So it should still be possible to get stuck in a vehicle which was at the end of the ladder, but not into another soldier... I haven't tested this though.


BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
Re: scripts.dll 3.0 WIP update [message #223111 is a reply to message #223087] Thu, 28 September 2006 09:27 Go to previous messageGo to next message
jnz is currently offline  jnz
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danpaul88 wrote on Thu, 28 September 2006 15:59

Any plans to add the

Kill (id)
Grant_money (id)
Take_money (id)

console commands I suggested before?


i dont think this will be implimented because of hacks
Re: scripts.dll 3.0 WIP update [message #223123 is a reply to message #223111] Thu, 28 September 2006 10:41 Go to previous messageGo to next message
LR01 is currently offline  LR01
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hacks?

Moding can be real Fun...
Re: scripts.dll 3.0 WIP update [message #223129 is a reply to message #223047] Thu, 28 September 2006 10:52 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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console commands can only be run from the server... and if someone hacks your server they wont bother using commands like give_money...

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Re: scripts.dll 3.0 WIP update [message #223136 is a reply to message #223129] Thu, 28 September 2006 11:18 Go to previous messageGo to next message
Cat998
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danpaul88 wrote on Thu, 28 September 2006 19:52

console commands can only be run from the server... and if someone hacks your server they wont bother using commands like give_money...


That's not the point,

the question is, if you can trust all serverowners.

For example you could give your team in a clanwar more money

and the enemy clan wouldn't recognize it, or if you just host

a game with the renegade client, you could abuse it too...


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."
Re: scripts.dll 3.0 WIP update [message #223138 is a reply to message #223136] Thu, 28 September 2006 11:21 Go to previous messageGo to next message
LR01 is currently offline  LR01
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Yes, that is true, to bad

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Re: scripts.dll 3.0 WIP update [message #223141 is a reply to message #223047] Thu, 28 September 2006 11:40 Go to previous messageGo to next message
Mad Ivan is currently offline  Mad Ivan
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jonwil wrote on Thu, 28 September 2006 13:19


Improvements to the DX8Caps class clone to detect more video cards (including all the cards released since renegade was released) and more driver versions as well as to do more "vendor specific hacks" applicable to these newer cards.



Define "vendor specific hacks"?


Re: scripts.dll 3.0 WIP update [message #223168 is a reply to message #223087] Thu, 28 September 2006 12:43 Go to previous messageGo to next message
dead6re is currently offline  dead6re
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danpaul88 wrote on Thu, 28 September 2006 10:59

Any plans to add the

Kill (id)
Grant_money (id)
Take_money (id)

console commands I suggested before?


I guess you could make the commands perform the action but also send a message saying what has happened.


Let all your wishes be granted except one, so you will still have something to strieve for.
Re: scripts.dll 3.0 WIP update [message #223182 is a reply to message #223168] Thu, 28 September 2006 13:24 Go to previous messageGo to next message
Nightma12 is currently offline  Nightma12
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probably not... i think it would b best if a message wasnt sent
Re: scripts.dll 3.0 WIP update [message #223188 is a reply to message #223182] Thu, 28 September 2006 13:35 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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Awsome, I love the repair script.

When can we expect 3.0?

[Updated on: Thu, 28 September 2006 13:35]

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Re: scripts.dll 3.0 WIP update [message #223203 is a reply to message #223047] Thu, 28 September 2006 13:59 Go to previous messageGo to next message
Cat998
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when it is done...

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."
Re: scripts.dll 3.0 WIP update [message #223223 is a reply to message #223203] Thu, 28 September 2006 14:45 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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there has to be a "we plan to release it by..." date...
Re: scripts.dll 3.0 WIP update [message #223226 is a reply to message #223047] Thu, 28 September 2006 14:50 Go to previous messageGo to next message
Cat998
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If you pay jonwil 300 $/month, he will maybe do it Wink

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."
Re: scripts.dll 3.0 WIP update [message #223296 is a reply to message #223047] Thu, 28 September 2006 18:01 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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"vendor specific hacks" is basicly doing certain things on certain video cards (for example, certain older video cards with crappy render target performance have render targets/render to texture disabled)


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
Re: scripts.dll 3.0 WIP update [message #223409 is a reply to message #223223] Fri, 29 September 2006 02:36 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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razorblade001 wrote on Thu, 28 September 2006 22:45

there has to be a "we plan to release it by..." date...



No there doesn't, as said before, it's done when it's done. If jonwil said to you I will release it on the 2nd of october, then the second rolled around and it was not ready, you would all start flaming him and complaining etc, so therefore you don't get a date for it to be ready...


Going back to the console commands I suggested, yes, technically they could be abused in clanwars, but if you don't trust the clan you are playing against not to cheat, why are you playing against them?


http://steamsignature.com/card/1/76561197975867233.png
Re: scripts.dll 3.0 WIP update [message #223447 is a reply to message #223409] Fri, 29 September 2006 07:07 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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well danpaul, who CAN you trust in online renegade, nowadays anybody could be using 1 or more cheats.

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Re: scripts.dll 3.0 WIP update [message #223450 is a reply to message #223447] Fri, 29 September 2006 07:15 Go to previous messageGo to next message
LR01 is currently offline  LR01
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So, should it be used?

Moding can be real Fun...
Re: scripts.dll 3.0 WIP update [message #223558 is a reply to message #223047] Fri, 29 September 2006 14:01 Go to previous messageGo to next message
Halo38 is currently offline  Halo38
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I'm unfamiliar with what is possible in ren and the things that are possible with these scripts you guys write, but are you working on implementing normal mapping in renegade? I would definatly uses it if it was.



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Re: scripts.dll 3.0 WIP update [message #223561 is a reply to message #223047] Fri, 29 September 2006 14:17 Go to previous message
jnz is currently offline  jnz
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i knowthis may be the wrong place to post this but what about random maps? as in complestly random, that would be awsom
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