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scripts.dll 3.2 is in progress [message #241108] Thu, 25 January 2007 01:18 Go to next message
jonwil is currently offline  jonwil
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Changes so far:
Split engine.cpp, engine.h, shadereng.h and shadereng.cpp up into multiple files.
Users of said files should just #include engine.h or shadereng.h just as before and everything will work.
This is intended to make things a lot more maintainable.

Added a sound parameter to JFW_Radar_Spy_Zone that is played to the allies when the radar is brought back up.

Fixed a bug with JFW_Infantry_Force_Composition_Zone and JFW_Vehicle_Force_Composition_Zone

Added a script JFW_Cash_Spy_Zone that displays the enemies cash to all friendly players when the spy enters the zone.

Added a script JFW_Power_Spy_Zone that brings down enemy power for a limited time when the spy enters the zone. When the power comes back up, there is a second time period that has to elapse before the power can be brought down by another spy (or the same one a second time). Also plays a sound to the allies when the power goes down. Will not trigger if the power plant is dead before the spy enters the zone or if it is killed whilst the power is down (i.e. it wont come back up)

Changed the project files for scripts.dll to output the final dlls and exe files into a "bin" folder.

Added some new scripts by Zunnie

Added new engine call GameObject *Find_Object_With_Script(const char *script); //Find the first object with this script on it

Moved the code responsible for drawing the custom HUD into shaders.dll. For normal use it will function just as it always has but if you want to expand what it can do/what it draws, you can do that too via shaders.dll. There is an engine call you can use from a script to send a number to shaders.dll (of a given player) for HUD purposes.

Beginnings of a resource management system (for loading shader effect instances and such using a nice multi threaded implementation). Thanks saberhawk for this work.

Any requests for 3.2 will be taken now, I know quite a few people asked for things and I said "not now, in 3.2". So if you were one of those people, speak up now.


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: Thu, 25 January 2007 01:19]

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Re: scripts.dll 3.2 is in progress [message #241127 is a reply to message #241108] Thu, 25 January 2007 03:52 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Id it possible to have engine calls to grant a single weapon (without using a powerup, but the weapon preset itself), and to remove a single weapon from a player?

http://steamsignature.com/card/1/76561197975867233.png
Re: scripts.dll 3.2 is in progress [message #241128 is a reply to message #241108] Thu, 25 January 2007 04:49 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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For adding a weapon, such an engine call isn't really possible.
For removing it I have already got an engine call Remove_Weapon however it requires bhs.dll on the client.

Also, I just fixed an issue that was causing several engine calls (notably the As_xxx and Is_xxx engine calls) to fail on Linux RH8.

Doesn't solve the "players are unable to join a RH8 LFDS server", thats still being worked on.


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 3.2 is in progress [message #241136 is a reply to message #241108] Thu, 25 January 2007 06:33 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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I am planning to use the command in a mod, so clients will definitely have bhs.dll Smile

The adding a weapon one was not the main one I wanted, as I can just make loads of powerup presets to do that anyway Smile It would just have saved a bit of time.

EDIT: Just realized why I didn't see the engine call before, I was looking in the wrong places! Thank's for pointing it out Smile


http://steamsignature.com/card/1/76561197975867233.png
Re: scripts.dll 3.2 is in progress [message #241144 is a reply to message #241108] Thu, 25 January 2007 08:56 Go to previous messageGo to next message
IronWarrior is currently offline  IronWarrior
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Any chance of making an other set of scripts 3.2 lite? without all the new graphic stuff please?

For players like me who think its the added graphic stuff causing major problems. Sad

[Updated on: Thu, 25 January 2007 09:08]

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Re: scripts.dll 3.2 is in progress [message #241146 is a reply to message #241144] Thu, 25 January 2007 09:00 Go to previous messageGo to next message
Zion is currently offline  Zion
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IWarriors wrote on Thu, 25 January 2007 15:56

Any chance of making an other set of scripts 3.2 lite? without all the new graphic stuff?

For players like me who think its the added graphic stuff causing major problems. Sad


Agreed. I've gone back to 2.9.2 because of the amount of errors in it.
Re: scripts.dll 3.2 is in progress [message #241148 is a reply to message #241146] Thu, 25 January 2007 09:07 Go to previous messageGo to next message
IronWarrior is currently offline  IronWarrior
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Merovingian wrote on Thu, 25 January 2007 10:00

IWarriors wrote on Thu, 25 January 2007 15:56

Any chance of making an other set of scripts 3.2 lite? without all the new graphic stuff?

For players like me who think its the added graphic stuff causing major problems. Sad


Agreed. I've gone back to 2.9.2 because of the amount of errors in it.



Yeah.. I dont dare try installing the new ones again... I couldnt even uninstall Renegade.. I had to format my xp drive.. and my English XP install cd is broken.. so am stuck in German XP, lol...

Re: scripts.dll 3.2 is in progress [message #241149 is a reply to message #241108] Thu, 25 January 2007 09:10 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Most of the graphical bugs were either solved in the 3.1.x cycle or are going to be looked at for 3.2. That or they are problems that are outside our control such as differences between Direct3d8 and Direct3d9 or crappy drivers (ATI, I am looking at you here Smile

I will accept graphics problem bug reports for looking into for 3.2 but only if the following conditions are met:
1.The problem must be reproducible.
2.It must happen on the latest scripts.dll release (currently 3.1.3 with the 3.1.2 bhs.dll. Look for the "3.1.4" installer saberhawk made if you need to install said release)
3.It must happen with no sdb files of any kind in your renegade data folder
4.It must happen with the latest drivers for your graphics card and the latest directx runtime.
and 5.It must not be an issue which has already been reported where I have responded with an explanation of what the problem is and why its unfixable (or unfixable without renegade source code)

Also, try turning shaders off in the bhs.dll configuration options and then restarting renegade and seeing if the problem is still there or if its gone.

I am particularly interested in graphical problems that render the game unplayable or more difficult to play. Bonus points if it can be reproduced on more than one machine. (by the same person or different people)

All crash reports should include the crashdump.txt file if one is generated. All bug reports need to include the sysinfo.txt (which contains important information about your hardware).


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: Thu, 25 January 2007 09:23]

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Re: scripts.dll 3.2 is in progress [message #241156 is a reply to message #241108] Thu, 25 January 2007 10:22 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
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My ATI drivers are better than my old Nvidea ones simply because they were... there... and configurable...

Smile


Renguard is a wonderful initiative
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Re: scripts.dll 3.2 is in progress [message #241162 is a reply to message #241156] Thu, 25 January 2007 10:33 Go to previous messageGo to next message
Ryu is currently offline  Ryu
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CarrierII wrote on Thu, 25 January 2007 11:22

My ATI drivers are better than my old Nvidea ones simply because they were... there... and configurable...

Smile



Yeah, <3 ATi Catalyst Control center. Very Happy


Presence is a curious thing, if you think you need to prove it... you probably never had it in the first place.
Re: scripts.dll 3.2 is in progress [message #241168 is a reply to message #241162] Thu, 25 January 2007 10:58 Go to previous messageGo to next message
reborn is currently offline  reborn
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Alex wrote on Thu, 25 January 2007 12:33



Yeah, <3 ATi Catalyst Control center. Very Happy


I had a 9800xt with the ATI catalyst controll centre. The card owned hard, but the catalyst controll centre was a nightmare.

Next rig I decide to go nvidia and now have two 7950 GX2's in SLI config, trust me, BOTH are as bad as eachother...

BRING BACK V00D00



Re: scripts.dll 3.2 is in progress [message #241180 is a reply to message #241168] Thu, 25 January 2007 11:49 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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What about a multi scripts loader, I currently have made 43 scripts and plan on many more, and my engine is a slightly modified version of yours and will not work properly if you try to combined my scripts and your scripts, so every time you release a new scripts package I have to rename scripts.dll to scripts_jfw.dll (name doesn't actually matter as long as it has scripts in the first part of it).

Any plans of getting my transparent metal glitch fixed?


Re: scripts.dll 3.2 is in progress [message #241218 is a reply to message #241108] Thu, 25 January 2007 14:28 Go to previous messageGo to next message
IronWarrior is currently offline  IronWarrior
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The scripts installer worked fine, I made sure not to install the bloom stuff.

Is a happy scripts 3.1 user. Smile
Re: scripts.dll 3.2 is in progress [message #241263 is a reply to message #241108] Thu, 25 January 2007 17:18 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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No plans for a multi scripts loader.
If you have changes to engine.cpp, I am more than happy to consider pulling them into my code Smile

As for the transparent metal glitch, that is the result of differences between Direct3D8 and Direct3D9 and cannot be fixed.


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: Thu, 25 January 2007 17:20]

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Re: scripts.dll 3.2 is in progress [message #241264 is a reply to message #241108] Thu, 25 January 2007 17:22 Go to previous messageGo to next message
s0meSkunk is currently offline  s0meSkunk
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Take a whack at making npatches on for every video card.

"Sexy Kick!!!"
Re: scripts.dll 3.2 is in progress [message #241265 is a reply to message #241108] Thu, 25 January 2007 17:24 Go to previous messageGo to next message
jnz is currently offline  jnz
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im not trying to sound clever or anything...

it didn't happen before... why now?
Re: scripts.dll 3.2 is in progress [message #241267 is a reply to message #241263] Thu, 25 January 2007 17:33 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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jonwil wrote on Thu, 25 January 2007 17:18

No plans for a multi scripts loader.
If you have changes to engine.cpp, I am more than happy to consider pulling them into my code Smile

As for the transparent metal glitch, that is the result of differences between Direct3D8 and Direct3D9 and cannot be fixed.



They will not work together.


Re: scripts.dll 3.2 is in progress [message #241269 is a reply to message #241108] Thu, 25 January 2007 17:38 Go to previous messageGo to next message
jnz is currently offline  jnz
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just use 1?
Re: scripts.dll 3.2 is in progress [message #241271 is a reply to message #241108] Thu, 25 January 2007 17:45 Go to previous messageGo to next message
IronWarrior is currently offline  IronWarrior
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I need a script that I can attach to an daves arrows or objects to pass on messages please.

This is how its works.

Object 1 gets destroyed, the object sends a death_send_message to a daves arrow, then the arrow sends an other message to the last daves arrow.

Problem is, there is no script that I know off that can send an other message after its got one.

Do you understand?

I will edit this laters after I opened up Level Editor to check something.





Re: scripts.dll 3.2 is in progress [message #241275 is a reply to message #241271] Thu, 25 January 2007 18:17 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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IWarriors wrote on Thu, 25 January 2007 17:45

I need a script that I can attach to an daves arrows or objects to pass on messages please.

This is how its works.

Object 1 gets destroyed, the object sends a death_send_message to a daves arrow, then the arrow sends an other message to the last daves arrow.

Problem is, there is no script that I know off that can send an other message after its got one.

Do you understand?

I will edit this laters after I opened up Level Editor to check something.



JFW_Reflect_Custom

Part for jonwill

jonwil wrote on Thu, 25 January 2007 17:18

No plans for a multi scripts loader.
If you have changes to engine.cpp, I am more than happy to consider pulling them into my code Smile

As for the transparent metal glitch, that is the result of differences between Direct3D8 and Direct3D9 and cannot be fixed.


Well my reply is two NO's then, I will rely on my self to fix and add scripts to my package, I guess others will have to download the multi scripts loader, and rename yours if they want to play any of my 3 mods.

I also say what has been broke can be fixed, make a modified Direct3D9 (name it JFWDirect3D9 or whatever) and have everyone put it in their Renegade data folder.

Plus if I want my mods not to have nontransparent textures I will have to go back to 2.9.2 and add scripts to my package and not use you newer scripts versions anymore.


[Updated on: Thu, 25 January 2007 18:37]

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Re: scripts.dll 3.2 is in progress [message #241306 is a reply to message #241108] Thu, 25 January 2007 23:16 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Blame Microsoft for their crappy handling of D3DRS_ZBIAS vs D3DRS_DEPTHBIAS

Also, try disabling write zbuffer on all the meshes in the door and see what happens.

Also, I have just fixed a bug that caused the LFDS to crash with an error message with all scripts 3.x versions.


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: Thu, 25 January 2007 23:30]

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Re: scripts.dll 3.2 is in progress [message #241309 is a reply to message #241306] Thu, 25 January 2007 23:51 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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How many seconds would it take to copy and past the multi scripts loader into your scripts.dll?

Re: scripts.dll 3.2 is in progress [message #241312 is a reply to message #241108] Fri, 26 January 2007 00:19 Go to previous messageGo to next message
saberhawk
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The multi-scripts loader while it may be a good idea can and will cause a multitude of problems because of the amount of platforms scripts.dll runs on...
Re: scripts.dll 3.2 is in progress [message #241331 is a reply to message #241108] Fri, 26 January 2007 06:02 Go to previous messageGo to next message
Stumpy is currently offline  Stumpy
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Please can you add now the Messageignore for the Chathook(So it wouldnt show it ingame)?
Would be cool waiting since 2.9.2 for it.
Big Ups


Visit and dream about it http://pb-live.team64.eu
Re: scripts.dll 3.2 is in progress [message #241342 is a reply to message #241331] Fri, 26 January 2007 07:08 Go to previous messageGo to previous message
Jerad2142 is currently offline  Jerad2142
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The multi-scripts loader works fine on all four computers that I have tested it on, and if there is an error it tells me which script package caused it.

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