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Re: scripts.dll 3.1.1 is out [message #238348 is a reply to message #237725] |
Wed, 10 January 2007 05:29 |
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TSS888, I suggest you go into the bhs.dll config options and disable shaders completly.
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 3.1.1 is out [message #238381 is a reply to message #237725] |
Wed, 10 January 2007 10:13 |
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Slave
Messages: 607 Registered: December 2006
Karma: 0
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Colonel |
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just like Comrade, i also faced evil pixels wich refused to die.
Occured using latest scripts and a nvidia based 3d card
(xfx 6600gt). I can randomly let this happen is i alt+tab or minimize a lot and then go back ingame.
Also the semi-fix for decals is quite obvious... maybe they could be made a little less floating.
edit: oh yeah, before i forget. is it possible to come up with a fix for the agt trying to shoot purchased nod vehicles inside planes? when the plane is in the sky, and visible for the agt, it tends to hunt it down with no success, redering gdi's defence occupied for quite some seconds.
i believe this had to do with the invisible harv bug, but this is one nasty side effect you dont want to face when trying to defend vs a flamer rush.
[Updated on: Wed, 10 January 2007 10:24] Report message to a moderator
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Re: scripts.dll 3.1.1 is out [message #238608 is a reply to message #238502] |
Thu, 11 January 2007 13:21 |
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Slave
Messages: 607 Registered: December 2006
Karma: 0
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Colonel |
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thanks for being danpaul88's echo.
anyway, im sane enough to realize i have everything up to date. also, when you think about it, it makes perfect sense:
the invisible harv bug was fixed by not turning vehicles
invisible in the first place before they are delivered.
this means a visible part of the nod vehicle will always stick
a bit out of the back of the neutral cargo plane. On mesa, the
cargoplane flies well within the agt's range (one of the few
maps where this is the case, so indeed, its hard to notice).
the agt sees a tip of the tank, and ofcourse starts shooting
it, even tho it doesn't have any effect. In the end the agt can
be found firing at the wall for a few seconds, because it keeps
a lock-on on the nod tank for a short while.
anyway, screw this minor bug, lets consider it a random feature like all other bugs. fell free to contribute, just dont walk in, suggesting scripts is flawless, and that the problem is therefor caused by myself, making it look like im some casual noob. thanks
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Re: scripts.dll 3.1.1 is out [message #238638 is a reply to message #238626] |
Thu, 11 January 2007 15:30 |
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Jerad2142
Messages: 3809 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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Jerad Gray wrote on Thu, 11 January 2007 14:40 | Jonwil, I'm sure you remember me complaining about how certain parts of my doors where showing through the outer door, but only if I was using 3.0 3.1 and it didn't happen with 2.9. Will I finally found an object in Renegade that this also happens to.
This can be seen on every map I've tried, but you have to be able to get far enough away from the HON to see it. I will continue looking for an object that better shows this. I hope you will be able to correct what ever is causing it, and it still happens even if you don't have postprocess.sdb in the data folder.
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I think I found a better example, but this could be something completely different to so. Ok there is a map called C&C_Fusion1, stand between the ref and power and look at the obelisk, walk toward it and tell me what you see, that red thing in the middle disappears.
Visit Jerad's deer sweat shop
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Re: scripts.dll 3.1.1 is out [message #238783 is a reply to message #237725] |
Fri, 12 January 2007 06:48 |
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Goztow
Messages: 9737 Registered: March 2005 Location: Belgium
Karma: 13
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General (5 Stars) Goztoe |
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Got to agree: too much bloom. Especially insideb uildings this is very annoying. For the rest: no real problems.
You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
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Re: scripts.dll 3.1.1 is out [message #238799 is a reply to message #238794] |
Fri, 12 January 2007 12:47 |
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Jerad2142
Messages: 3809 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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So does anyone know what new feature in scripts.dll is causing objects with second passes to show through each other. I have disabled every setting in bhs.dll, and even removed postprocess.sdb. But it still keeps happening. This bothers me even more the the dazzle effects glitch (because Renhalo uses tons of shiny objects with second passes, and sometimes you are able to see shiny vehicles through the walls and stuff like that).
Visit Jerad's deer sweat shop
[Updated on: Fri, 12 January 2007 12:50] Report message to a moderator
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