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Re: scripts.dll 3.0 is finally out [message #234238 is a reply to message #234229] |
Thu, 14 December 2006 18:29 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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Dan: Adding a post process shader with no valid fragments will cause issues with the post processing code producing effects like that. Bloom was turned down considerably for the example scripts 3.0 release as to work without much performance impact on older hardware, such as the NVIDIA FX series. Post process shaders will NOT work in shaders.sdb currently, they have postproccess.sdb.
z-fighting should not be occuring with decals especially because they use the original fixed function rendering code. I'm sorry that this code isn't particularly friendly to new people, you can just imagine how unfriendly it was to me and jonwil!!!
havoc9826: Will look into that issue.
[Updated on: Thu, 14 December 2006 18:30] Report message to a moderator
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Re: scripts.dll 3.0 is finally out [message #234255 is a reply to message #234247] |
Thu, 14 December 2006 20:48 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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vloktboky wrote on Thu, 14 December 2006 20:49 | The complexity of 90% of these "features" ensure only the 5 people here know what they are, let alone what they do. The other 2 can pick up the rest. You're now introducing more problems than solutions. There are things that should never be made accesable to the public. I could lie to you and say I think you're doing a great service. But knowing that they have access to the d3d device scares the shit out of me. What the Hell are you thinking?
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Wow, it takes no time at all to find the device. And if they are incompetent enough to not find it via assembly, they can just as simply google for a direct3d proxy. Or for the way to hook Direct3d calls.
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Re: scripts.dll 3.0 is finally out [message #234256 is a reply to message #234049] |
Thu, 14 December 2006 20:51 |
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I havent changed anything on the Reborn_MMK2_Turret script.
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 is finally out [message #234274 is a reply to message #234049] |
Thu, 14 December 2006 22:54 |
vloktboky
Messages: 290 Registered: February 2003 Location: Kentucky, USA
Karma: 0
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Recruit |
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Any child can find a piece of glass to play with. That doesn't excuse you for handing it to them. It's a cruddy analogy, but it serves its purpose. If your mission for this project is still to offer people tools with which to build their ideas on top of this game, that noise you hear is the shoulder. Look, if you are going to put so much focus on shader implementation, help them make/put them in the game. Your current means have the impression of you throwing them into the lion's den. And the above cries enforce that. Don't try to dismiss this garbage like it's no big deal. If you want to be a phony, go to town. But don't bring these people with you. Let them play their games. I don't know what you think, but that is sort of the whole point of them running Renegade.exe. Saberhawk: fix problems. Don't introduce them. Damn it, that's first grade shit. Hide it and aid them with special procedures and arguments. If you had taken the time to do that in the first place, you may not be seeing so many unhappy faces.
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Re: scripts.dll 3.0 is finally out [message #234280 is a reply to message #234049] |
Fri, 15 December 2006 00:20 |
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Canadacdn
Messages: 1830 Registered: September 2005 Location: Temple of Nod
Karma: 0
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General (1 Star) PLECOS MASTER |
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Yeah, I get a lot of z-fights now also. On every map I play on, in fact. What the shit?
The screenshot feature also has problems. When I hit print screen to take a shot, the screen freezes for about 2 seconds, and when I am playing in windowed mode (always) it takes a picture of the entire desktop, not just Renegade.
Also, things like the lights on lampposts in single player do not show up, instead they appear as faintly transparent white boxes.
[Updated on: Fri, 15 December 2006 00:22] Report message to a moderator
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Re: scripts.dll 3.0 is finally out [message #234390 is a reply to message #234049] |
Fri, 15 December 2006 15:19 |
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Slave
Messages: 607 Registered: December 2006
Karma: 0
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Colonel |
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it's always uncool to criticize amazing work...
but here i go
lets start at the beginning. First of all i took me
a little while to figure out where to put wich file
and wich files were unneeded when youre not into coding.
eventually i got it right, but im also in for a noob
friendly installer like application. You could argue
that if you dont know how to use it you don't deserve
to use it, but an installer is more convenient for
everyone (/most of us).
on to ingame, the moment of exitement:
the game seems to randomly crash at mapload sometimes. I would
guess it happens about 10% of the time for me. I don't have
to twiddle with any settings, when i try to load it again,
it works. This happens both with and without shaders.
So i start out in front of a glowing terminal, look around a
bit, and stare at all the cool glowing stuff. Since i like
everything that glows and looks pimp, this is awesome.
im confirming havoc9826's scrolling dazzle problem.
not just the standard map dazzles are scrolling, but also
headlights i made up with a custom dazzle.ini
On some maps (of the few maps i tested Under shows it the most
obvious) overbrightening causes a red bloom on the terrain.
While driving away from blooming objects, the bloom doesn't
fade out, but flicker out. The further you go away, the less
Hz. Eventually reaching 0.
(My adventure continued, to the nod base)
the obi seems to have some difficulties aiming, after the 3rd try he finally got it right .
Interesting detail might be the fact that at the second shot i noticed black smoke
comming from the invisible obelisk's gun controller at top. No screenshot of that tho...
Inside the HON, some shader responsible for reflection effect
seems to be messed up a little. Its like some old tv on snow
mode. It does this at a rate of like 20 hz and every now and
then it gets a frame right.
After this fired some bullets against a wall, and didn't get any Z problems. YAY
Also i wonder what defines wich surface gets the pimped out
glow effect? I noticed my sbh skin gets overruled by the
default skin, wich gets bloom applied.
Is the bloom/gloom/glow/whatever related to thr EDGE vertex
material in the W3D tools?
I totally lost track of my post now, so ill stop.
This is what i found out in my 1st 10 minutes of testrunning,
so i wouldnt be surprised if more bugs would pop up.
If those bugs get ironed out, ill provide everyone with cookies.
Once again, tnx for the hard work
[edit:minor cosmetic update]
[Updated on: Fri, 15 December 2006 15:25] Report message to a moderator
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Re: scripts.dll 3.0 is finally out [message #234392 is a reply to message #234049] |
Fri, 15 December 2006 15:34 |
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SlikRik
Messages: 328 Registered: December 2005
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Recruit |
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Lol, I d/led the scripts, but didn't install them because I have a strange premonition about new versions of things and bugs, so I read through the forum, and found, well, some complaints, most of them complaining about stuff I don't even know what it is, so I think for now I'll just stick with 2.90 or 2.9.2, watever I got, until some stuff is fixed, cuz I mean, I really do appreciate you're trying to revamp a decreasingly popular game, but I'd rather have it just plain work than try to increase the look while risking bugs.
So update me when bugs are fixed, and then I'll considering checkin out 3.0
Roleplay 2 Website (click pic) designer, owner, and admin.
Roleplay 2 Forum admin.
Present & Past WOL Names: SlikRik (current), SlikRik19/24/07, rik1924, rik19244
Canadacdn wrote on Wed, 02 July 2008 15:52 | If you don't want EA to get any credit, destroy their Refinery. Duh.
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Re: scripts.dll 3.0 is finally out [message #234408 is a reply to message #234049] |
Fri, 15 December 2006 17:12 |
Blazea58
Messages: 408 Registered: May 2003
Karma: 0
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Commander |
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What file is edited to change the bloom ammount ? Can anyone point me to the correct file so i could try increasing or decreasing the ammount?
Tad confused on which file would be the one as many of the files have code for the shaders. I just want to change the reflectivity etc.
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Re: scripts.dll 3.0 is finally out [message #234416 is a reply to message #234049] |
Fri, 15 December 2006 17:36 |
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Slave
Messages: 607 Registered: December 2006
Karma: 0
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Colonel |
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This might be useful...
The scrolling dazzles seem to go in perfect sync with the
standard stealth effect. As soon as something stealthy is on
your screen, the scroll'n'roll starts. Even the sun, wohoo...
Also, in adition to my previous post, the pipeing of the obelisk
clips off way too realy. When you're about 35 meters away from it, it dissapears.
Thats about it,
oh yeah whitedragon, thanks for telling
[Updated on: Fri, 15 December 2006 17:43] Report message to a moderator
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